7/28/2014 9:28:19 AM (7.047) 5:28:10 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 172 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 100 (Nomad 4) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (48 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 baseReinforcementFleetShipBudget *= 0.175 = 5.25 baseReinforcementFleetShipBudget must be at most 35; = 5.25 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 50.23 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.25 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 50.23 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -31.48 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 211 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 100.39 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.91 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 1 SpireTeleportingLeechIV @ 16 each = 16 4 ParasiteIV @ 16 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 100.39 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 67.45 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -174.46 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 4 (#100) planet.CurrentFleetshipReinforcementBalance = -9.28 Reinforcement focus types: Eye_Bot,SpireMiniRam,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 82 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 70.29 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 61.01 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, SpireMiniRamIV, SpireMiniRamIV, SpireMiniRamIV ** Picked 1 SpireMiniRamIV @ 38.4 each = 38.4 1 FighterIV @ 8 each = 8 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 70.29 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 47.23 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -222.48 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.44 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.31 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.87 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 12 VorticularCutlassIII @ 3.27 each = 39.27 5 Cruiser @ 6 each = 30 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.31 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.6 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -34.48 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -2.19 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 61 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 70.29 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.1 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, MicroFighterII, MicroFighterII, MicroFighterII, SpireGravityDrainII ** Picked 12 SpiderII @ 4 each = 48 5 MicroFighterII @ 2.67 each = 13.33 1 SpireGravityDrainII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.23 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 70.29 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 47.23 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -20.55 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -3.75 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 65.28 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 61.53 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 SpireTeleportingLeechII @ 8 each = 8 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -18.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 65.28 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 43.86 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -41.1 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -18.74 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 51 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 70.29 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 51.55 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 70.29 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 47.23 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -70.63 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 5, strength: 80 totals for planet 100 (Nomad 4); count: 3, strength: 62.4 totals for planet 70 (Lauoritin); count: 18, strength: 75.27 totals for planet 7 (Murdoch); count: 18, strength: 69.33 totals for planet 33 (Mizing); count: 2, strength: 80 totals for planet 80 (Viuh); count: 2, strength: 57.6 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for ParasiteIV; count: 4, strength: 64 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for FighterIV; count: 1, strength: 8 totals for EyeBotIV; count: 1, strength: 16 totals for VorticularCutlassIII; count: 12, strength: 39.27 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 1, strength: 6 totals for SpiderII; count: 12, strength: 48 totals for MicroFighterII; count: 5, strength: 13.33 totals for SpireGravityDrainII; count: 1, strength: 8 totals for SpireTeleportingLeechII; count: 1, strength: 8 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for SpireMiniRamIII; count: 2, strength: 57.6 == grand totals; count: 48, strength: 424.6 7/28/2014 9:28:19 AM (7.047) 5:28:10 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 172 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 100 (Nomad 4) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (48 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 baseReinforcementFleetShipBudget *= 0.175 = 5.25 baseReinforcementFleetShipBudget must be at most 35; = 5.25 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 50.23 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.25 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 50.23 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -31.48 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 211 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 100.39 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.91 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 1 SpireTeleportingLeechIV @ 16 each = 16 4 ParasiteIV @ 16 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 100.39 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 67.45 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -174.46 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 4 (#100) planet.CurrentFleetshipReinforcementBalance = -9.28 Reinforcement focus types: Eye_Bot,SpireMiniRam,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 82 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 70.29 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 61.01 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, SpireMiniRamIV, SpireMiniRamIV, SpireMiniRamIV ** Picked 1 SpireMiniRamIV @ 38.4 each = 38.4 1 FighterIV @ 8 each = 8 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 70.29 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 47.23 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -222.48 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.44 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.31 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.87 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 12 VorticularCutlassIII @ 3.27 each = 39.27 5 Cruiser @ 6 each = 30 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.31 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.6 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -34.48 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -2.19 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 61 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 70.29 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.1 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, MicroFighterII, MicroFighterII, MicroFighterII, SpireGravityDrainII ** Picked 12 SpiderII @ 4 each = 48 5 MicroFighterII @ 2.67 each = 13.33 1 SpireGravityDrainII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.23 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 70.29 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 47.23 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -20.55 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -3.75 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 65.28 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 61.53 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 SpireTeleportingLeechII @ 8 each = 8 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -18.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 65.28 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 43.86 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -41.1 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -18.74 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 51 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 70.29 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 51.55 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 70.29 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 47.23 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -70.63 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 5, strength: 80 totals for planet 100 (Nomad 4); count: 3, strength: 62.4 totals for planet 70 (Lauoritin); count: 18, strength: 75.27 totals for planet 7 (Murdoch); count: 18, strength: 69.33 totals for planet 33 (Mizing); count: 2, strength: 80 totals for planet 80 (Viuh); count: 2, strength: 57.6 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for ParasiteIV; count: 4, strength: 64 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for FighterIV; count: 1, strength: 8 totals for EyeBotIV; count: 1, strength: 16 totals for VorticularCutlassIII; count: 12, strength: 39.27 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 1, strength: 6 totals for SpiderII; count: 12, strength: 48 totals for MicroFighterII; count: 5, strength: 13.33 totals for SpireGravityDrainII; count: 1, strength: 8 totals for SpireTeleportingLeechII; count: 1, strength: 8 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for SpireMiniRamIII; count: 2, strength: 57.6 == grand totals; count: 48, strength: 424.6 7/28/2014 9:28:29 AM (7.047) 5:28:20 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 172 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 100 (Nomad 4) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (48 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 baseReinforcementFleetShipBudget *= 0.175 = 5.25 baseReinforcementFleetShipBudget must be at most 35; = 5.25 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 45.2 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.25 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 45.2 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -11.09 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 215 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 90.34 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.25 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV ** Picked 1 BomberIV @ 8 each = 8 1 CruiserIV @ 8 each = 8 2 EyeBotIV @ 16 each = 32 1 ZenithBeamFrigateIV @ 16 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -23.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 90.34 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 60.7 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -113.77 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 4 (#100) planet.CurrentFleetshipReinforcementBalance = -1.39 Reinforcement focus types: Eye_Bot,SpireMiniRam,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 63.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 61.87 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, SpireMiniRamIV, SpireMiniRamIV, SpireMiniRamIV ** Picked 4 EyeBotIV @ 16 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.13 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 63.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 42.5 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -179.98 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.4 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 62 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.77 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.37 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 3 Cruiser @ 6 each = 18 13 VorticularCutlassIII @ 3.27 each = 42.54 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.17 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.77 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.53 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 11.05 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 AIRaidStarshipII @ 128 each = 128 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -116.95 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -4.39 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 49 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 63.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 58.86 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 2 EyeBotII @ 8 each = 16 3 FighterII @ 4 each = 12 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.53 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 63.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 42.5 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -7.33 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -37.43 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 54.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 16.8 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII ** Picked 5 FighterII @ 4 each = 20 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 54.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 36.43 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 5.46 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -90.54 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -1.23 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 63.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 62.03 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked 1 SpireMiniRamII @ 19.2 each = 19.2 3 ZenithBeamFrigateII @ 8 each = 24 3 BomberII @ 4 each = 12 1 MissileShipII @ 4 each = 4 2 VorticularCutlassII @ 2.18 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.53 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 63.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 42.5 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 21.95 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 TranslocatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -74.05 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 6, strength: 102.4 totals for planet 100 (Nomad 4); count: 4, strength: 64 totals for planet 70 (Lauoritin); count: 18, strength: 194.54 totals for planet 32 (Quisaro); count: 7, strength: 66.4 totals for planet 54 (Yarsi); count: 6, strength: 116 totals for planet 7 (Murdoch); count: 11, strength: 159.56 totals for BomberIV; count: 1, strength: 8 totals for CruiserIV; count: 1, strength: 8 totals for EyeBotIV; count: 6, strength: 96 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for Cruiser; count: 3, strength: 18 totals for VorticularCutlassIII; count: 13, strength: 42.54 totals for FighterIII; count: 1, strength: 6 totals for AIRaidStarshipII; count: 1, strength: 128 totals for EyeBotII; count: 2, strength: 16 totals for FighterII; count: 8, strength: 32 totals for SpireMiniRamII; count: 3, strength: 57.6 totals for AIGuardianWarpGate; count: 1, strength: 96 totals for ZenithBeamFrigateII; count: 3, strength: 24 totals for BomberII; count: 3, strength: 12 totals for MissileShipII; count: 1, strength: 4 totals for VorticularCutlassII; count: 2, strength: 4.36 totals for TranslocatorGuardian; count: 1, strength: 96 == grand totals; count: 52, strength: 702.9 7/28/2014 9:28:29 AM (7.047) 5:28:20 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 172 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 100 (Nomad 4) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (48 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 baseReinforcementFleetShipBudget *= 0.175 = 5.25 baseReinforcementFleetShipBudget must be at most 35; = 5.25 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 45.2 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.25 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 45.2 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -11.09 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 215 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 90.34 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.25 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV ** Picked 1 BomberIV @ 8 each = 8 1 CruiserIV @ 8 each = 8 2 EyeBotIV @ 16 each = 32 1 ZenithBeamFrigateIV @ 16 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -23.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 90.34 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 60.7 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -113.77 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 4 (#100) planet.CurrentFleetshipReinforcementBalance = -1.39 Reinforcement focus types: Eye_Bot,SpireMiniRam,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 63.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 61.87 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, SpireMiniRamIV, SpireMiniRamIV, SpireMiniRamIV ** Picked 4 EyeBotIV @ 16 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.13 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 63.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 42.5 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -179.98 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.4 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 62 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.77 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.37 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 3 Cruiser @ 6 each = 18 13 VorticularCutlassIII @ 3.27 each = 42.54 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.17 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.77 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.53 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 11.05 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 AIRaidStarshipII @ 128 each = 128 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -116.95 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -4.39 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 49 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 63.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 58.86 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 2 EyeBotII @ 8 each = 16 3 FighterII @ 4 each = 12 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.53 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 63.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 42.5 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -7.33 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -37.43 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 54.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 16.8 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII ** Picked 5 FighterII @ 4 each = 20 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 54.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 36.43 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 5.46 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -90.54 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -1.23 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 63.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 62.03 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked 1 SpireMiniRamII @ 19.2 each = 19.2 3 ZenithBeamFrigateII @ 8 each = 24 3 BomberII @ 4 each = 12 1 MissileShipII @ 4 each = 4 2 VorticularCutlassII @ 2.18 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.53 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 63.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 42.5 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 21.95 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 TranslocatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -74.05 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 6, strength: 102.4 totals for planet 100 (Nomad 4); count: 4, strength: 64 totals for planet 70 (Lauoritin); count: 18, strength: 194.54 totals for planet 32 (Quisaro); count: 7, strength: 66.4 totals for planet 54 (Yarsi); count: 6, strength: 116 totals for planet 7 (Murdoch); count: 11, strength: 159.56 totals for BomberIV; count: 1, strength: 8 totals for CruiserIV; count: 1, strength: 8 totals for EyeBotIV; count: 6, strength: 96 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for Cruiser; count: 3, strength: 18 totals for VorticularCutlassIII; count: 13, strength: 42.54 totals for FighterIII; count: 1, strength: 6 totals for AIRaidStarshipII; count: 1, strength: 128 totals for EyeBotII; count: 2, strength: 16 totals for FighterII; count: 8, strength: 32 totals for SpireMiniRamII; count: 3, strength: 57.6 totals for AIGuardianWarpGate; count: 1, strength: 96 totals for ZenithBeamFrigateII; count: 3, strength: 24 totals for BomberII; count: 3, strength: 12 totals for MissileShipII; count: 1, strength: 4 totals for VorticularCutlassII; count: 2, strength: 4.36 totals for TranslocatorGuardian; count: 1, strength: 96 == grand totals; count: 52, strength: 702.9 7/28/2014 9:36:56 AM (7.047) 5:32:22 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 172 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 100 (Nomad 4) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (48 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 baseReinforcementFleetShipBudget *= 0.175 = 5.25 baseReinforcementFleetShipBudget must be at most 35; = 5.25 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 50.23 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.25 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 50.23 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -2.36 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 31 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 100.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 100.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 100.46 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 98.1 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 1 EtherJetIII @ 4 each = 4 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -78.69 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 100.46 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 67.5 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -83.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -23.15 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 208 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 100.39 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 77.24 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 1 SentinelFrigateIV @ 40.42 each = 40.42 3 ParasiteIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.18 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 100.39 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 67.45 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -46.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Nomad 4 (#100) planet.CurrentFleetshipReinforcementBalance = -2.13 Reinforcement focus types: Eye_Bot,SpireMiniRam,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 128 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 70.29 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.16 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, SpireMiniRamIV, SpireMiniRamIV, SpireMiniRamIV ** Picked 2 EyeBotIV @ 16 each = 32 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.24 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 70.29 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 47.23 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -132.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.17 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.31 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.13 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 18 VorticularCutlassIII @ 3.27 each = 58.9 3 Cruiser @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.77 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.31 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.6 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -66.35 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -3.2 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 60.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 57.06 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 1 SpiderII @ 4 each = 4 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -23.74 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 60.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 40.49 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -50.05 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 176.8 totals for planet 46 (Durbuzing); count: 4, strength: 88.42 totals for planet 100 (Nomad 4); count: 3, strength: 70.4 totals for planet 70 (Lauoritin); count: 21, strength: 76.9 totals for planet 54 (Yarsi); count: 2, strength: 80.8 totals for EtherJetIII; count: 1, strength: 4 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for SentinelFrigateIV; count: 1, strength: 40.42 totals for ParasiteIV; count: 3, strength: 48 totals for EyeBotIV; count: 2, strength: 32 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for VorticularCutlassIII; count: 18, strength: 58.9 totals for Cruiser; count: 3, strength: 18 totals for SpiderII; count: 1, strength: 4 totals for SpireTractorPlatformII; count: 1, strength: 76.8 == grand totals; count: 32, strength: 493.32 7/28/2014 9:36:56 AM (7.047) 5:32:22 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 172 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 100 (Nomad 4) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (48 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 baseReinforcementFleetShipBudget *= 0.175 = 5.25 baseReinforcementFleetShipBudget must be at most 35; = 5.25 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 50.23 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.25 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 50.23 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -2.36 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 31 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 100.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 100.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 100.46 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 98.1 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 1 EtherJetIII @ 4 each = 4 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -78.69 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 100.46 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 67.5 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -83.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -23.15 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 208 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 100.39 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 77.24 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 1 SentinelFrigateIV @ 40.42 each = 40.42 3 ParasiteIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.18 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 100.39 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 67.45 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -46.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Nomad 4 (#100) planet.CurrentFleetshipReinforcementBalance = -2.13 Reinforcement focus types: Eye_Bot,SpireMiniRam,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 128 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 70.29 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.16 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, SpireMiniRamIV, SpireMiniRamIV, SpireMiniRamIV ** Picked 2 EyeBotIV @ 16 each = 32 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.24 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 70.29 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 47.23 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -132.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.17 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.31 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.13 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 18 VorticularCutlassIII @ 3.27 each = 58.9 3 Cruiser @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.77 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.31 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.6 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -66.35 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -3.2 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 50.23 reinforcementFleetShipBudget *= multiplierFromPriority = 50.23 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 50.23 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 60.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 57.06 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 1 SpiderII @ 4 each = 4 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -23.74 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 60.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 40.49 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -50.05 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 176.8 totals for planet 46 (Durbuzing); count: 4, strength: 88.42 totals for planet 100 (Nomad 4); count: 3, strength: 70.4 totals for planet 70 (Lauoritin); count: 21, strength: 76.9 totals for planet 54 (Yarsi); count: 2, strength: 80.8 totals for EtherJetIII; count: 1, strength: 4 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for SentinelFrigateIV; count: 1, strength: 40.42 totals for ParasiteIV; count: 3, strength: 48 totals for EyeBotIV; count: 2, strength: 32 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for VorticularCutlassIII; count: 18, strength: 58.9 totals for Cruiser; count: 3, strength: 18 totals for SpiderII; count: 1, strength: 4 totals for SpireTractorPlatformII; count: 1, strength: 76.8 == grand totals; count: 32, strength: 493.32 7/28/2014 9:37:07 AM (7.047) 5:32:33 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 172 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 100 (Nomad 4) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (48 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 baseReinforcementFleetShipBudget *= 0.175 = 5.25 baseReinforcementFleetShipBudget must be at most 35; = 5.25 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 45.2 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.25 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 45.2 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -78.69 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 33 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 90.4 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 90.4 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 90.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 11.71 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked 1 InfiltratorIII @ 3.6 each = 3.6 1 BomberIII @ 6 each = 6 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.16 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 90.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 60.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -23.02 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -11.18 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 212 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 90.34 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.15 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV ** Picked 3 ZenithBeamFrigateIV @ 16 each = 48 2 FighterIV @ 8 each = 16 4 InfiltratorIV @ 4.8 each = 19.2 2 VorticularCutlassIV @ 4.36 each = 8.73 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.77 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 90.34 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 60.7 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 14.38 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianArtilleryIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -273.63 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Nomad 4 (#100) planet.CurrentFleetshipReinforcementBalance = -2.24 Reinforcement focus types: Eye_Bot,SpireMiniRam,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 137 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 63.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 61.02 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, SpireMiniRamIV, SpireMiniRamIV, SpireMiniRamIV ** Picked 4 EyeBotIV @ 16 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.98 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 63.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 42.5 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -90.26 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.77 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 65 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.77 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 13 VorticularCutlassIII @ 3.27 each = 42.54 1 FighterIII @ 6 each = 6 3 Cruiser @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.77 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.53 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -20.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -18.47 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 66 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 58.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.27 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked 1 BomberII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 2 InfiltratorII @ 2.4 each = 4.8 2 EyeBotII @ 8 each = 16 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.91 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 58.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 39.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -1.63 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 3, strength: 12.87 totals for planet 46 (Durbuzing); count: 12, strength: 379.92 totals for planet 100 (Nomad 4); count: 4, strength: 64 totals for planet 70 (Lauoritin); count: 17, strength: 66.54 totals for planet 33 (Mizing); count: 7, strength: 46.18 totals for InfiltratorIII; count: 1, strength: 3.6 totals for BomberIII; count: 1, strength: 6 totals for VorticularCutlassIII; count: 14, strength: 45.81 totals for ZenithBeamFrigateIV; count: 3, strength: 48 totals for FighterIV; count: 2, strength: 16 totals for InfiltratorIV; count: 4, strength: 19.2 totals for VorticularCutlassIV; count: 2, strength: 8.73 totals for AIGuardianArtilleryIII; count: 1, strength: 288 totals for EyeBotIV; count: 4, strength: 64 totals for FighterIII; count: 1, strength: 6 totals for Cruiser; count: 3, strength: 18 totals for BomberII; count: 1, strength: 4 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for InfiltratorII; count: 2, strength: 4.8 totals for EyeBotII; count: 2, strength: 16 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 43, strength: 569.52 7/28/2014 9:37:07 AM (7.047) 5:32:33 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 172 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 100 (Nomad 4) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (48 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 baseReinforcementFleetShipBudget *= 0.175 = 5.25 baseReinforcementFleetShipBudget must be at most 35; = 5.25 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 45.2 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 30.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.25 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 50.23 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 50.23 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 45.2 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -78.69 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 33 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 90.4 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 90.4 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 90.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 11.71 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked 1 InfiltratorIII @ 3.6 each = 3.6 1 BomberIII @ 6 each = 6 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.16 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 90.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 60.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -23.02 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -11.18 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 212 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 90.34 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.15 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV ** Picked 3 ZenithBeamFrigateIV @ 16 each = 48 2 FighterIV @ 8 each = 16 4 InfiltratorIV @ 4.8 each = 19.2 2 VorticularCutlassIV @ 4.36 each = 8.73 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.77 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 90.34 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 60.7 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 14.38 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianArtilleryIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -273.63 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Nomad 4 (#100) planet.CurrentFleetshipReinforcementBalance = -2.24 Reinforcement focus types: Eye_Bot,SpireMiniRam,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 137 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 63.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 61.02 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, SpireMiniRamIV, SpireMiniRamIV, SpireMiniRamIV ** Picked 4 EyeBotIV @ 16 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.98 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 63.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 42.5 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -90.26 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.77 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 65 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.77 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 13 VorticularCutlassIII @ 3.27 each = 42.54 1 FighterIII @ 6 each = 6 3 Cruiser @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.77 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.53 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -20.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -18.47 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 66 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 45.2 reinforcementFleetShipBudget *= multiplierFromPriority = 45.2 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 45.2 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 58.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.27 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked 1 BomberII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 2 InfiltratorII @ 2.4 each = 4.8 2 EyeBotII @ 8 each = 16 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.91 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 58.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 39.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -1.63 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 3, strength: 12.87 totals for planet 46 (Durbuzing); count: 12, strength: 379.92 totals for planet 100 (Nomad 4); count: 4, strength: 64 totals for planet 70 (Lauoritin); count: 17, strength: 66.54 totals for planet 33 (Mizing); count: 7, strength: 46.18 totals for InfiltratorIII; count: 1, strength: 3.6 totals for BomberIII; count: 1, strength: 6 totals for VorticularCutlassIII; count: 14, strength: 45.81 totals for ZenithBeamFrigateIV; count: 3, strength: 48 totals for FighterIV; count: 2, strength: 16 totals for InfiltratorIV; count: 4, strength: 19.2 totals for VorticularCutlassIV; count: 2, strength: 8.73 totals for AIGuardianArtilleryIII; count: 1, strength: 288 totals for EyeBotIV; count: 4, strength: 64 totals for FighterIII; count: 1, strength: 6 totals for Cruiser; count: 3, strength: 18 totals for BomberII; count: 1, strength: 4 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for InfiltratorII; count: 2, strength: 4.8 totals for EyeBotII; count: 2, strength: 16 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 43, strength: 569.52 7/28/2014 9:45:45 AM (7.047) 5:36:34 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 100 (Nomad 4) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 177 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 81.23 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 15 InfiltratorIII @ 3.6 each = 53.99 5 FighterIII @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.75 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 54.58 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -137.42 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -12.77 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 208 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 103.24 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 4 ParasiteIV @ 16 each = 64 3 SpireTeleportingLeechIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.76 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -195.68 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Nomad 4 (#100) planet.CurrentFleetshipReinforcementBalance = -2.98 Reinforcement focus types: Eye_Bot,SpireMiniRam,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 107 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 78.25 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, SpireMiniRamIV, SpireMiniRamIV, SpireMiniRamIV ** Picked 3 EyeBotIV @ 16 each = 48 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -35.68 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.54 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 86.49 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 Cruiser @ 6 each = 30 16 VorticularCutlassIII @ 3.27 each = 52.36 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 37.65 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpireImplosionII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -154.35 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -5.91 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 73 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.53 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 49.05 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianFlak @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -46.95 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -23.74 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 45.9 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 3 FighterII @ 4 each = 12 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -42.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -3.27 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 21, strength: 275.99 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 100 (Nomad 4); count: 4, strength: 86.4 totals for planet 70 (Lauoritin); count: 23, strength: 280.36 totals for planet 33 (Mizing); count: 2, strength: 168 totals for planet 54 (Yarsi); count: 4, strength: 88.8 totals for InfiltratorIII; count: 15, strength: 53.99 totals for FighterIII; count: 6, strength: 36 totals for AIGuardianVampireII; count: 1, strength: 192 totals for ParasiteIV; count: 4, strength: 64 totals for SpireTeleportingLeechIV; count: 3, strength: 48 totals for EyeBotIV; count: 3, strength: 48 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for Cruiser; count: 5, strength: 30 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for AIGuardianSpireImplosionII; count: 1, strength: 192 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for AIGuardianFlak; count: 1, strength: 96 totals for FighterII; count: 3, strength: 12 totals for SpireTractorPlatformII; count: 1, strength: 76.8 == grand totals; count: 61, strength: 1011.54 7/28/2014 9:45:45 AM (7.047) 5:36:34 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 100 (Nomad 4) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 177 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 81.23 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 15 InfiltratorIII @ 3.6 each = 53.99 5 FighterIII @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.75 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 54.58 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -137.42 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -12.77 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 208 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 103.24 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 4 ParasiteIV @ 16 each = 64 3 SpireTeleportingLeechIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.76 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -195.68 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Nomad 4 (#100) planet.CurrentFleetshipReinforcementBalance = -2.98 Reinforcement focus types: Eye_Bot,SpireMiniRam,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 107 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 78.25 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, SpireMiniRamIV, SpireMiniRamIV, SpireMiniRamIV ** Picked 3 EyeBotIV @ 16 each = 48 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -35.68 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.54 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 86.49 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 Cruiser @ 6 each = 30 16 VorticularCutlassIII @ 3.27 each = 52.36 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 37.65 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpireImplosionII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -154.35 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -5.91 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 73 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.53 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 49.05 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianFlak @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -46.95 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -23.74 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 45.9 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 3 FighterII @ 4 each = 12 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -42.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -3.27 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 21, strength: 275.99 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 100 (Nomad 4); count: 4, strength: 86.4 totals for planet 70 (Lauoritin); count: 23, strength: 280.36 totals for planet 33 (Mizing); count: 2, strength: 168 totals for planet 54 (Yarsi); count: 4, strength: 88.8 totals for InfiltratorIII; count: 15, strength: 53.99 totals for FighterIII; count: 6, strength: 36 totals for AIGuardianVampireII; count: 1, strength: 192 totals for ParasiteIV; count: 4, strength: 64 totals for SpireTeleportingLeechIV; count: 3, strength: 48 totals for EyeBotIV; count: 3, strength: 48 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for Cruiser; count: 5, strength: 30 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for AIGuardianSpireImplosionII; count: 1, strength: 192 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for AIGuardianFlak; count: 1, strength: 96 totals for FighterII; count: 3, strength: 12 totals for SpireTractorPlatformII; count: 1, strength: 76.8 == grand totals; count: 61, strength: 1011.54 7/28/2014 9:46:44 AM (7.047) 5:36:47 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 100 (Nomad 4) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -2.75 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 186 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.35 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 5 FighterIII @ 6 each = 30 9 InfiltratorIII @ 3.6 each = 32.39 2 BomberIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -88.31 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -8.76 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 220 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 95.64 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 InfiltratorIV @ 4.8 each = 4.8 3 BomberIV @ 8 each = 24 1 EyeBotIV @ 16 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 1 ZenithChameleonIV @ 8 each = 8 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.56 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -125.54 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Nomad 4 (#100) planet.CurrentFleetshipReinforcementBalance = -8.15 Reinforcement focus types: Eye_Bot,SpireMiniRam,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 114 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 64.95 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, SpireMiniRamIV, SpireMiniRamIV, SpireMiniRamIV ** Picked 4 EyeBotIV @ 16 each = 64 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -37.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 13.43 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianArtilleryIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -274.57 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.87 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 59 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 76.44 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked 2 ZenithBeamFrigateIII @ 12 each = 24 3 VorticularCutlassIII @ 3.27 each = 9.82 1 EyeBotIII @ 12 each = 12 1 InfiltratorIII @ 3.6 each = 3.6 1 FighterIII @ 6 each = 6 2 ZenithChameleonIII @ 6 each = 12 1 Cruiser @ 6 each = 6 1 BomberIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.97 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -101.73 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 77 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.1 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 2 VorticularCutlassIII @ 3.27 each = 6.54 4 EyeBotIII @ 12 each = 48 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.24 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 49.11 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianSniperII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -142.89 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -1.53 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 61 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.57 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 4 InfiltratorII @ 2.4 each = 9.6 2 SpireMiniRamII @ 19.2 each = 38.4 2 ZenithChameleonII @ 4 each = 8 2 MissileShipII @ 4 each = 8 1 VorticularCutlassII @ 2.18 each = 2.18 1 FighterII @ 4 each = 4 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -24.94 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 16, strength: 74.39 totals for planet 46 (Durbuzing); count: 8, strength: 107.2 totals for planet 100 (Nomad 4); count: 6, strength: 390.4 totals for planet 70 (Lauoritin); count: 12, strength: 79.42 totals for planet 38 (Rewboom); count: 8, strength: 275.34 totals for planet 7 (Murdoch); count: 14, strength: 78.18 totals for FighterIII; count: 6, strength: 36 totals for InfiltratorIII; count: 10, strength: 35.99 totals for BomberIII; count: 3, strength: 18 totals for InfiltratorIV; count: 1, strength: 4.8 totals for BomberIV; count: 3, strength: 24 totals for EyeBotIV; count: 5, strength: 80 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for ZenithChameleonIV; count: 1, strength: 8 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for AIGuardianArtilleryIII; count: 1, strength: 288 totals for ZenithBeamFrigateIII; count: 2, strength: 24 totals for VorticularCutlassIII; count: 5, strength: 16.36 totals for EyeBotIII; count: 5, strength: 60 totals for ZenithChameleonIII; count: 2, strength: 12 totals for Cruiser; count: 1, strength: 6 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for AIGuardianSniperII; count: 1, strength: 192 totals for InfiltratorII; count: 4, strength: 9.6 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for ZenithChameleonII; count: 2, strength: 8 totals for MissileShipII; count: 2, strength: 8 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for FighterII; count: 1, strength: 4 totals for BomberII; count: 2, strength: 8 == grand totals; count: 64, strength: 1004.93 7/28/2014 9:46:44 AM (7.047) 5:36:47 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 100 (Nomad 4) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -2.75 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 186 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.35 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 5 FighterIII @ 6 each = 30 9 InfiltratorIII @ 3.6 each = 32.39 2 BomberIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -88.31 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -8.76 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 220 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 95.64 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 InfiltratorIV @ 4.8 each = 4.8 3 BomberIV @ 8 each = 24 1 EyeBotIV @ 16 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 1 ZenithChameleonIV @ 8 each = 8 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.56 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -125.54 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Nomad 4 (#100) planet.CurrentFleetshipReinforcementBalance = -8.15 Reinforcement focus types: Eye_Bot,SpireMiniRam,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 114 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 64.95 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, EyeBotIV, SpireMiniRamIV, SpireMiniRamIV, SpireMiniRamIV ** Picked 4 EyeBotIV @ 16 each = 64 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -37.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 13.43 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianArtilleryIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -274.57 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.87 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 59 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 76.44 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked 2 ZenithBeamFrigateIII @ 12 each = 24 3 VorticularCutlassIII @ 3.27 each = 9.82 1 EyeBotIII @ 12 each = 12 1 InfiltratorIII @ 3.6 each = 3.6 1 FighterIII @ 6 each = 6 2 ZenithChameleonIII @ 6 each = 12 1 Cruiser @ 6 each = 6 1 BomberIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.97 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -101.73 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 77 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.1 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 2 VorticularCutlassIII @ 3.27 each = 6.54 4 EyeBotIII @ 12 each = 48 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.24 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 49.11 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianSniperII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -142.89 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -1.53 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 61 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.57 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 4 InfiltratorII @ 2.4 each = 9.6 2 SpireMiniRamII @ 19.2 each = 38.4 2 ZenithChameleonII @ 4 each = 8 2 MissileShipII @ 4 each = 8 1 VorticularCutlassII @ 2.18 each = 2.18 1 FighterII @ 4 each = 4 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -24.94 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 16, strength: 74.39 totals for planet 46 (Durbuzing); count: 8, strength: 107.2 totals for planet 100 (Nomad 4); count: 6, strength: 390.4 totals for planet 70 (Lauoritin); count: 12, strength: 79.42 totals for planet 38 (Rewboom); count: 8, strength: 275.34 totals for planet 7 (Murdoch); count: 14, strength: 78.18 totals for FighterIII; count: 6, strength: 36 totals for InfiltratorIII; count: 10, strength: 35.99 totals for BomberIII; count: 3, strength: 18 totals for InfiltratorIV; count: 1, strength: 4.8 totals for BomberIV; count: 3, strength: 24 totals for EyeBotIV; count: 5, strength: 80 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for ZenithChameleonIV; count: 1, strength: 8 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for AIGuardianArtilleryIII; count: 1, strength: 288 totals for ZenithBeamFrigateIII; count: 2, strength: 24 totals for VorticularCutlassIII; count: 5, strength: 16.36 totals for EyeBotIII; count: 5, strength: 60 totals for ZenithChameleonIII; count: 2, strength: 12 totals for Cruiser; count: 1, strength: 6 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for AIGuardianSniperII; count: 1, strength: 192 totals for InfiltratorII; count: 4, strength: 9.6 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for ZenithChameleonII; count: 2, strength: 8 totals for MissileShipII; count: 2, strength: 8 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for FighterII; count: 1, strength: 4 totals for BomberII; count: 2, strength: 8 == grand totals; count: 64, strength: 1004.93 7/28/2014 9:55:43 AM (7.047) 5:40:47 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -11.56 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 208 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 104.45 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 5 ParasiteIV @ 16 each = 80 2 SpireTeleportingLeechIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.55 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -47.6 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.97 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 84.06 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 Cruiser @ 6 each = 30 16 VorticularCutlassIII @ 3.27 each = 52.36 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.3 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -43.26 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -2.47 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.97 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 1 AcidSprayerII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 3.73 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -92.27 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -6.61 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 62 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 74.62 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, MicroFighterII, MicroFighterII, MicroFighterII, SpireGravityDrainII ** Picked 5 MicroFighterII @ 2.67 each = 13.33 14 SpiderII @ 4 each = 56 1 SpireGravityDrainII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.71 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 29.64 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpider @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -66.36 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 81.23 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 6 FighterII @ 4 each = 24 8 EyeBotII @ 8 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.77 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 54.58 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -41.42 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -42.9 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 26.74 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 5 FighterII @ 4 each = 20 1 SpiderII @ 4 each = 4 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -74.06 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 43.52 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -52.48 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 70 (Lauoritin); count: 22, strength: 88.36 totals for planet 33 (Mizing); count: 3, strength: 172 totals for planet 7 (Murdoch); count: 21, strength: 173.33 totals for planet 50 (Vunu); count: 15, strength: 184 totals for planet 54 (Yarsi); count: 8, strength: 196.8 totals for ParasiteIV; count: 5, strength: 80 totals for SpireTeleportingLeechIV; count: 2, strength: 32 totals for Cruiser; count: 5, strength: 30 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for FighterIII; count: 1, strength: 6 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for AcidSprayerII; count: 1, strength: 4 totals for AIGuardianVampire; count: 2, strength: 192 totals for MicroFighterII; count: 5, strength: 13.33 totals for SpiderII; count: 15, strength: 60 totals for SpireGravityDrainII; count: 1, strength: 8 totals for AIGuardianSpider; count: 1, strength: 96 totals for FighterII; count: 11, strength: 44 totals for EyeBotII; count: 8, strength: 64 totals for AIGuardianSpireImplosion; count: 1, strength: 96 totals for SpireTractorPlatformII; count: 1, strength: 76.8 == grand totals; count: 76, strength: 926.49 7/28/2014 9:55:43 AM (7.047) 5:40:47 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -11.56 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 208 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 104.45 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 5 ParasiteIV @ 16 each = 80 2 SpireTeleportingLeechIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.55 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -47.6 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.97 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 84.06 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 Cruiser @ 6 each = 30 16 VorticularCutlassIII @ 3.27 each = 52.36 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.3 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -43.26 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -2.47 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.97 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 1 AcidSprayerII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 3.73 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -92.27 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -6.61 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 62 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 74.62 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, MicroFighterII, MicroFighterII, MicroFighterII, SpireGravityDrainII ** Picked 5 MicroFighterII @ 2.67 each = 13.33 14 SpiderII @ 4 each = 56 1 SpireGravityDrainII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.71 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 29.64 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpider @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -66.36 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 81.23 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 6 FighterII @ 4 each = 24 8 EyeBotII @ 8 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.77 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 54.58 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -41.42 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -42.9 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 26.74 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 5 FighterII @ 4 each = 20 1 SpiderII @ 4 each = 4 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -74.06 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 43.52 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -52.48 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 70 (Lauoritin); count: 22, strength: 88.36 totals for planet 33 (Mizing); count: 3, strength: 172 totals for planet 7 (Murdoch); count: 21, strength: 173.33 totals for planet 50 (Vunu); count: 15, strength: 184 totals for planet 54 (Yarsi); count: 8, strength: 196.8 totals for ParasiteIV; count: 5, strength: 80 totals for SpireTeleportingLeechIV; count: 2, strength: 32 totals for Cruiser; count: 5, strength: 30 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for FighterIII; count: 1, strength: 6 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for AcidSprayerII; count: 1, strength: 4 totals for AIGuardianVampire; count: 2, strength: 192 totals for MicroFighterII; count: 5, strength: 13.33 totals for SpiderII; count: 15, strength: 60 totals for SpireGravityDrainII; count: 1, strength: 8 totals for AIGuardianSpider; count: 1, strength: 96 totals for FighterII; count: 11, strength: 44 totals for EyeBotII; count: 8, strength: 64 totals for AIGuardianSpireImplosion; count: 1, strength: 96 totals for SpireTractorPlatformII; count: 1, strength: 76.8 == grand totals; count: 76, strength: 926.49 7/28/2014 9:55:57 AM (7.047) 5:41:01 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -7.55 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 212 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 96.85 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 BomberIV @ 8 each = 8 2 CruiserIV @ 8 each = 16 2 FighterIV @ 8 each = 16 2 SpireMiniRamIV @ 38.4 each = 76.8 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -35.95 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.54 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianSniperIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -265.46 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -4.3 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 74.01 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 Cruiser @ 6 each = 30 14 VorticularCutlassIII @ 3.27 each = 45.81 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.8 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 9.36 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -182.64 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -6.77 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 91 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.33 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 12 FighterII @ 4 each = 48 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 7.69 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 TranslocatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -88.31 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -6.05 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 53 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 67.05 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 3 SpireMiniRamIII @ 28.8 each = 86.4 2 InfiltratorIII @ 3.6 each = 7.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -26.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -21.52 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -10.24 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 77 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 62.86 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 2 VorticularCutlassIII @ 3.27 each = 6.54 3 EyeBotIII @ 12 each = 36 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -93.77 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -3.03 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 78 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 64.85 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 2 VorticularCutlassII @ 2.18 each = 4.36 3 ZenithBeamFrigateII @ 8 each = 24 1 MissileShipII @ 4 each = 4 2 BomberII @ 4 each = 8 1 EyeBotII @ 8 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.71 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -46.66 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 9, strength: 420.8 totals for planet 70 (Lauoritin); count: 20, strength: 267.81 totals for planet 50 (Vunu); count: 14, strength: 163.2 totals for planet 80 (Viuh); count: 5, strength: 93.59 totals for planet 38 (Rewboom); count: 6, strength: 71.34 totals for planet 33 (Mizing); count: 10, strength: 67.56 totals for BomberIV; count: 1, strength: 8 totals for CruiserIV; count: 2, strength: 16 totals for FighterIV; count: 2, strength: 16 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for EyeBotIV; count: 1, strength: 16 totals for AIGuardianSniperIII; count: 1, strength: 288 totals for Cruiser; count: 5, strength: 30 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for AIGuardianVampireII; count: 1, strength: 192 totals for FighterII; count: 12, strength: 48 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for TranslocatorGuardian; count: 1, strength: 96 totals for SpireMiniRamIII; count: 4, strength: 115.2 totals for InfiltratorIII; count: 2, strength: 7.2 totals for EyeBotIII; count: 3, strength: 36 totals for VorticularCutlassII; count: 2, strength: 4.36 totals for ZenithBeamFrigateII; count: 3, strength: 24 totals for MissileShipII; count: 1, strength: 4 totals for BomberII; count: 2, strength: 8 totals for EyeBotII; count: 1, strength: 8 == grand totals; count: 64, strength: 1084.31 7/28/2014 9:55:57 AM (7.047) 5:41:01 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -7.55 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 212 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 96.85 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 BomberIV @ 8 each = 8 2 CruiserIV @ 8 each = 16 2 FighterIV @ 8 each = 16 2 SpireMiniRamIV @ 38.4 each = 76.8 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -35.95 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.54 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianSniperIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -265.46 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -4.3 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 74.01 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 Cruiser @ 6 each = 30 14 VorticularCutlassIII @ 3.27 each = 45.81 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.8 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 9.36 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -182.64 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -6.77 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 91 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.33 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 12 FighterII @ 4 each = 48 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 7.69 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 TranslocatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -88.31 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -6.05 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 53 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 67.05 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 3 SpireMiniRamIII @ 28.8 each = 86.4 2 InfiltratorIII @ 3.6 each = 7.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -26.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -21.52 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -10.24 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 77 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 62.86 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 2 VorticularCutlassIII @ 3.27 each = 6.54 3 EyeBotIII @ 12 each = 36 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -93.77 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -3.03 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 78 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 64.85 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 2 VorticularCutlassII @ 2.18 each = 4.36 3 ZenithBeamFrigateII @ 8 each = 24 1 MissileShipII @ 4 each = 4 2 BomberII @ 4 each = 8 1 EyeBotII @ 8 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.71 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -46.66 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 9, strength: 420.8 totals for planet 70 (Lauoritin); count: 20, strength: 267.81 totals for planet 50 (Vunu); count: 14, strength: 163.2 totals for planet 80 (Viuh); count: 5, strength: 93.59 totals for planet 38 (Rewboom); count: 6, strength: 71.34 totals for planet 33 (Mizing); count: 10, strength: 67.56 totals for BomberIV; count: 1, strength: 8 totals for CruiserIV; count: 2, strength: 16 totals for FighterIV; count: 2, strength: 16 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for EyeBotIV; count: 1, strength: 16 totals for AIGuardianSniperIII; count: 1, strength: 288 totals for Cruiser; count: 5, strength: 30 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for AIGuardianVampireII; count: 1, strength: 192 totals for FighterII; count: 12, strength: 48 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for TranslocatorGuardian; count: 1, strength: 96 totals for SpireMiniRamIII; count: 4, strength: 115.2 totals for InfiltratorIII; count: 2, strength: 7.2 totals for EyeBotIII; count: 3, strength: 36 totals for VorticularCutlassII; count: 2, strength: 4.36 totals for ZenithBeamFrigateII; count: 3, strength: 24 totals for MissileShipII; count: 1, strength: 4 totals for BomberII; count: 2, strength: 8 totals for EyeBotII; count: 1, strength: 8 == grand totals; count: 64, strength: 1084.31 7/28/2014 10:08:01 AM (7.047) 5:45:01 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -1.16 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 78 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 58.05 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 56.89 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 2 EtherJetIII @ 4 each = 8 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -123.91 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 58.05 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 39 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 15.98 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 1 currentGuardianCount >= totalAllowedGuardians, so can't pick guardians called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 LeechStarshipIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -272.02 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -35.95 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 208 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 80.06 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 6 ParasiteIV @ 16 each = 96 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.94 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -187.51 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.8 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 85.23 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 11 VorticularCutlassIII @ 3.27 each = 36 3 FighterIII @ 6 each = 18 6 Cruiser @ 6 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.77 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -124.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -0.87 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 105 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 80.37 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 9 FighterII @ 4 each = 36 2 SpireMiniRamII @ 19.2 each = 38.4 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -33.73 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -8.49 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 78 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.75 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 6 EyeBotIII @ 12 each = 72 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.53 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -39.2 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -74.06 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 22 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -4.42 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.42 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -5.69 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 4, strength: 468.8 totals for planet 46 (Durbuzing); count: 6, strength: 96 totals for planet 70 (Lauoritin); count: 20, strength: 90 totals for planet 50 (Vunu); count: 12, strength: 82.4 totals for planet 38 (Rewboom); count: 7, strength: 75.27 totals for EtherJetIII; count: 2, strength: 8 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for LeechStarshipIII; count: 1, strength: 288 totals for ParasiteIV; count: 6, strength: 96 totals for VorticularCutlassIII; count: 12, strength: 39.27 totals for FighterIII; count: 3, strength: 18 totals for Cruiser; count: 6, strength: 36 totals for FighterII; count: 9, strength: 36 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for EyeBotII; count: 1, strength: 8 totals for EyeBotIII; count: 6, strength: 72 == grand totals; count: 49, strength: 812.47 7/28/2014 10:08:01 AM (7.047) 5:45:01 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -1.16 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 78 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 58.05 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 56.89 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 2 EtherJetIII @ 4 each = 8 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -123.91 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 58.05 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 39 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 15.98 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 1 currentGuardianCount >= totalAllowedGuardians, so can't pick guardians called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 LeechStarshipIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -272.02 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -35.95 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 208 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 80.06 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 6 ParasiteIV @ 16 each = 96 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.94 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -187.51 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.8 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 85.23 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 11 VorticularCutlassIII @ 3.27 each = 36 3 FighterIII @ 6 each = 18 6 Cruiser @ 6 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.77 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -124.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -0.87 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 105 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 80.37 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 9 FighterII @ 4 each = 36 2 SpireMiniRamII @ 19.2 each = 38.4 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -33.73 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -8.49 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 78 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.75 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 6 EyeBotIII @ 12 each = 72 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.53 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -39.2 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -74.06 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 22 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -4.42 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.42 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -5.69 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 4, strength: 468.8 totals for planet 46 (Durbuzing); count: 6, strength: 96 totals for planet 70 (Lauoritin); count: 20, strength: 90 totals for planet 50 (Vunu); count: 12, strength: 82.4 totals for planet 38 (Rewboom); count: 7, strength: 75.27 totals for EtherJetIII; count: 2, strength: 8 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for LeechStarshipIII; count: 1, strength: 288 totals for ParasiteIV; count: 6, strength: 96 totals for VorticularCutlassIII; count: 12, strength: 39.27 totals for FighterIII; count: 3, strength: 18 totals for Cruiser; count: 6, strength: 36 totals for FighterII; count: 9, strength: 36 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for EyeBotII; count: 1, strength: 8 totals for EyeBotIII; count: 6, strength: 72 == grand totals; count: 49, strength: 812.47 7/28/2014 10:08:13 AM (7.047) 5:45:13 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -123.91 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 84 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 52.24 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -71.67 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -71.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 52.24 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 35.1 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -236.92 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -15.94 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 217 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 88.45 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 CruiserIV @ 8 each = 16 1 ZenithChameleonIV @ 8 each = 8 1 EyeBotIV @ 16 each = 16 1 ZenithBeamFrigateIV @ 16 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.94 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -117.37 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -4.77 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 61 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.55 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 11 VorticularCutlassIII @ 3.27 each = 36 6 Cruiser @ 6 each = 36 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.45 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -71.55 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -7.53 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 36 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 65.57 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 7 FighterII @ 4 each = 28 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 41.78 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 DreadnoughtII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -150.22 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -26.54 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 46.56 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked 1 Cruiser @ 6 each = 6 1 SpireMiniRamIII @ 28.8 each = 28.8 1 BomberIII @ 6 each = 6 1 VorticularCutlassIII @ 3.27 each = 3.27 1 EyeBotIII @ 12 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.51 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 27.59 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -164.41 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.66 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.44 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 9 FighterIII @ 6 each = 54 1 Cruiser @ 6 each = 6 4 VorticularCutlassIII @ 3.27 each = 13.09 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.65 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -112.78 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 6, strength: 94.4 totals for planet 70 (Lauoritin); count: 18, strength: 78 totals for planet 32 (Quisaro); count: 10, strength: 258.4 totals for planet 80 (Viuh); count: 6, strength: 248.07 totals for planet 12 (Shoergeo); count: 14, strength: 73.09 totals for CruiserIV; count: 2, strength: 16 totals for ZenithChameleonIV; count: 1, strength: 8 totals for EyeBotIV; count: 1, strength: 16 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 8, strength: 48 totals for FighterIII; count: 10, strength: 60 totals for FighterII; count: 7, strength: 28 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for DreadnoughtII; count: 1, strength: 192 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for BomberIII; count: 1, strength: 6 totals for EyeBotIII; count: 1, strength: 12 totals for AIGuardianVampireII; count: 1, strength: 192 == grand totals; count: 54, strength: 751.96 7/28/2014 10:08:13 AM (7.047) 5:45:13 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -123.91 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 84 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 52.24 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -71.67 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -71.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 52.24 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 35.1 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -236.92 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -15.94 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 217 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 88.45 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 CruiserIV @ 8 each = 16 1 ZenithChameleonIV @ 8 each = 8 1 EyeBotIV @ 16 each = 16 1 ZenithBeamFrigateIV @ 16 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.94 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -117.37 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -4.77 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 61 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.55 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 11 VorticularCutlassIII @ 3.27 each = 36 6 Cruiser @ 6 each = 36 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.45 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -71.55 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -7.53 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 36 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 65.57 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 7 FighterII @ 4 each = 28 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 41.78 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 DreadnoughtII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -150.22 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -26.54 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 46.56 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked 1 Cruiser @ 6 each = 6 1 SpireMiniRamIII @ 28.8 each = 28.8 1 BomberIII @ 6 each = 6 1 VorticularCutlassIII @ 3.27 each = 3.27 1 EyeBotIII @ 12 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.51 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 27.59 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -164.41 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.66 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.44 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 9 FighterIII @ 6 each = 54 1 Cruiser @ 6 each = 6 4 VorticularCutlassIII @ 3.27 each = 13.09 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.65 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -112.78 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 6, strength: 94.4 totals for planet 70 (Lauoritin); count: 18, strength: 78 totals for planet 32 (Quisaro); count: 10, strength: 258.4 totals for planet 80 (Viuh); count: 6, strength: 248.07 totals for planet 12 (Shoergeo); count: 14, strength: 73.09 totals for CruiserIV; count: 2, strength: 16 totals for ZenithChameleonIV; count: 1, strength: 8 totals for EyeBotIV; count: 1, strength: 16 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 8, strength: 48 totals for FighterIII; count: 10, strength: 60 totals for FighterII; count: 7, strength: 28 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for DreadnoughtII; count: 1, strength: 192 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for BomberIII; count: 1, strength: 6 totals for EyeBotIII; count: 1, strength: 12 totals for AIGuardianVampireII; count: 1, strength: 192 == grand totals; count: 54, strength: 751.96 7/28/2014 10:14:30 AM (7.047) 5:49:12 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -71.67 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 52 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 116.09 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 116.09 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.09 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 44.42 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 1 EtherJetIII @ 4 each = 4 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -132.38 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 78 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -158.92 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -5.94 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 110.07 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 3 ParasiteIV @ 16 each = 48 2 SentinelFrigateIV @ 40.42 each = 80.84 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -34.78 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -39.43 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -4.45 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 82.58 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 18 VorticularCutlassIII @ 3.27 each = 58.9 3 Cruiser @ 6 each = 18 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -13.08 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -2.71 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 74 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.72 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 2 TackleDroneLauncherII @ 72 each = 144 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -71.28 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 4.02 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianFlak @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -91.98 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -9.51 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 60 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.72 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII ** Picked 2 SpireGravityRipperIII @ 12 each = 24 1 ParasiteIII @ 12 each = 12 1 ArmorShipIII @ 6.54 each = 6.54 1 EtherJetIII @ 4 each = 4 1 TeleportBattleStationIII @ 24 each = 24 1 VampireClawIII @ 10.28 each = 10.28 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.11 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -109.83 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 176.8 totals for planet 46 (Durbuzing); count: 6, strength: 144.84 totals for planet 70 (Lauoritin); count: 22, strength: 82.9 totals for planet 33 (Mizing); count: 3, strength: 240 totals for planet 80 (Viuh); count: 7, strength: 80.83 totals for EtherJetIII; count: 2, strength: 8 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for ParasiteIV; count: 3, strength: 48 totals for SentinelFrigateIV; count: 2, strength: 80.84 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for VorticularCutlassIII; count: 18, strength: 58.9 totals for Cruiser; count: 3, strength: 18 totals for FighterIII; count: 1, strength: 6 totals for TackleDroneLauncherII; count: 2, strength: 144 totals for AIGuardianFlak; count: 1, strength: 96 totals for SpireGravityRipperIII; count: 2, strength: 24 totals for ParasiteIII; count: 1, strength: 12 totals for ArmorShipIII; count: 1, strength: 6.54 totals for TeleportBattleStationIII; count: 1, strength: 24 totals for VampireClawIII; count: 1, strength: 10.28 == grand totals; count: 40, strength: 725.37 7/28/2014 10:14:30 AM (7.047) 5:49:12 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -71.67 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 52 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 116.09 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 116.09 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.09 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 44.42 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 1 EtherJetIII @ 4 each = 4 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -132.38 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 78 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -158.92 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -5.94 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 110.07 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 3 ParasiteIV @ 16 each = 48 2 SentinelFrigateIV @ 40.42 each = 80.84 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -34.78 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -39.43 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -4.45 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 82.58 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 18 VorticularCutlassIII @ 3.27 each = 58.9 3 Cruiser @ 6 each = 18 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -13.08 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -2.71 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 74 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.72 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 2 TackleDroneLauncherII @ 72 each = 144 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -71.28 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 4.02 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianFlak @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -91.98 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -9.51 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 60 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.72 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII ** Picked 2 SpireGravityRipperIII @ 12 each = 24 1 ParasiteIII @ 12 each = 12 1 ArmorShipIII @ 6.54 each = 6.54 1 EtherJetIII @ 4 each = 4 1 TeleportBattleStationIII @ 24 each = 24 1 VampireClawIII @ 10.28 each = 10.28 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.11 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -109.83 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 176.8 totals for planet 46 (Durbuzing); count: 6, strength: 144.84 totals for planet 70 (Lauoritin); count: 22, strength: 82.9 totals for planet 33 (Mizing); count: 3, strength: 240 totals for planet 80 (Viuh); count: 7, strength: 80.83 totals for EtherJetIII; count: 2, strength: 8 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for ParasiteIV; count: 3, strength: 48 totals for SentinelFrigateIV; count: 2, strength: 80.84 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for VorticularCutlassIII; count: 18, strength: 58.9 totals for Cruiser; count: 3, strength: 18 totals for FighterIII; count: 1, strength: 6 totals for TackleDroneLauncherII; count: 2, strength: 144 totals for AIGuardianFlak; count: 1, strength: 96 totals for SpireGravityRipperIII; count: 2, strength: 24 totals for ParasiteIII; count: 1, strength: 12 totals for ArmorShipIII; count: 1, strength: 6.54 totals for TeleportBattleStationIII; count: 1, strength: 24 totals for VampireClawIII; count: 1, strength: 10.28 == grand totals; count: 40, strength: 725.37 7/28/2014 10:15:09 AM (7.047) 5:49:26 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -132.38 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 52 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 104.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 104.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.47 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -27.91 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -27.91 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.19 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -88.73 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -34.78 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 218 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.62 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 FighterIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 1 ZenithChameleonIV @ 8 each = 8 2 InfiltratorIV @ 4.8 each = 9.6 1 VorticularCutlassIV @ 4.36 each = 4.36 1 CruiserIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.74 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 30.71 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianVampireIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -257.29 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.33 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 62 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 77.99 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 15 VorticularCutlassIII @ 3.27 each = 49.09 4 Cruiser @ 6 each = 24 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.1 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 39.53 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 SpireStarshipII @ 384 each = 384 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -344.47 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -2.03 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.07 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 18 FighterII @ 4 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.93 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 15.38 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -48.62 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.65 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 131 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.46 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 2 Cruiser @ 6 each = 12 10 FighterIII @ 6 each = 60 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.82 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -63.66 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 8, strength: 364.36 totals for planet 70 (Lauoritin); count: 21, strength: 463.09 totals for planet 50 (Vunu); count: 19, strength: 136 totals for planet 12 (Shoergeo); count: 13, strength: 75.27 totals for FighterIV; count: 1, strength: 8 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for ZenithChameleonIV; count: 1, strength: 8 totals for InfiltratorIV; count: 2, strength: 9.6 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for CruiserIV; count: 1, strength: 8 totals for AIGuardianVampireIII; count: 1, strength: 288 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 6, strength: 36 totals for FighterIII; count: 11, strength: 66 totals for SpireStarshipII; count: 1, strength: 384 totals for FighterII; count: 18, strength: 72 totals for AIRaidStarship; count: 1, strength: 64 == grand totals; count: 61, strength: 1038.72 7/28/2014 10:15:09 AM (7.047) 5:49:26 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -132.38 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 52 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 104.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 104.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.47 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -27.91 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -27.91 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.19 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -88.73 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -34.78 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 218 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.62 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 FighterIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 1 ZenithChameleonIV @ 8 each = 8 2 InfiltratorIV @ 4.8 each = 9.6 1 VorticularCutlassIV @ 4.36 each = 4.36 1 CruiserIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.74 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 30.71 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianVampireIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -257.29 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.33 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 62 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 77.99 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 15 VorticularCutlassIII @ 3.27 each = 49.09 4 Cruiser @ 6 each = 24 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.1 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 39.53 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 SpireStarshipII @ 384 each = 384 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -344.47 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -2.03 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.07 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 18 FighterII @ 4 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.93 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 15.38 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -48.62 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.65 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 131 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.46 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 2 Cruiser @ 6 each = 12 10 FighterIII @ 6 each = 60 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.82 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -63.66 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 8, strength: 364.36 totals for planet 70 (Lauoritin); count: 21, strength: 463.09 totals for planet 50 (Vunu); count: 19, strength: 136 totals for planet 12 (Shoergeo); count: 13, strength: 75.27 totals for FighterIV; count: 1, strength: 8 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for ZenithChameleonIV; count: 1, strength: 8 totals for InfiltratorIV; count: 2, strength: 9.6 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for CruiserIV; count: 1, strength: 8 totals for AIGuardianVampireIII; count: 1, strength: 288 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 6, strength: 36 totals for FighterIII; count: 11, strength: 66 totals for SpireStarshipII; count: 1, strength: 384 totals for FighterII; count: 18, strength: 72 totals for AIRaidStarship; count: 1, strength: 64 == grand totals; count: 61, strength: 1038.72 7/28/2014 10:19:47 AM (7.047) 5:53:25 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -6.74 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 109.27 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 6 ParasiteIV @ 16 each = 96 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.73 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -179.35 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.1 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 85.93 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 19 VorticularCutlassIII @ 3.27 each = 62.18 3 Cruiser @ 6 each = 18 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.25 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -286 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -4.42 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 65.22 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.58 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 41.1 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -54.9 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Enangorvold (#85) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Eye_Bot,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 81.23 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, MissileShipII, EyeBotII, EyeBotII, EyeBotII ** Picked 15 FighterII @ 4 each = 60 2 EyeBotII @ 8 each = 16 2 MissileShipII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.77 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 54.58 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 BomberStarship @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -41.42 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -71.28 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 34 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 4.16 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 SpireTeleportingLeechII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.84 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -41.29 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -9.11 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 60 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.12 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 3 SpireMiniRamIII @ 28.8 each = 86.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.27 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -55.25 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 70 (Lauoritin); count: 23, strength: 86.18 totals for planet 54 (Yarsi); count: 2, strength: 172.8 totals for planet 85 (Enangorvold); count: 20, strength: 180 totals for planet 33 (Mizing); count: 1, strength: 8 totals for planet 80 (Viuh); count: 3, strength: 86.4 totals for ParasiteIV; count: 6, strength: 96 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for VorticularCutlassIII; count: 19, strength: 62.18 totals for Cruiser; count: 3, strength: 18 totals for FighterIII; count: 1, strength: 6 totals for SpireTractorPlatformII; count: 1, strength: 76.8 totals for AIGuardianVampire; count: 1, strength: 96 totals for FighterII; count: 15, strength: 60 totals for EyeBotII; count: 2, strength: 16 totals for MissileShipII; count: 2, strength: 8 totals for BomberStarship; count: 1, strength: 96 totals for SpireTeleportingLeechII; count: 1, strength: 8 totals for SpireMiniRamIII; count: 3, strength: 86.4 == grand totals; count: 56, strength: 645.37 7/28/2014 10:19:47 AM (7.047) 5:53:25 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -6.74 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 109.27 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 6 ParasiteIV @ 16 each = 96 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.73 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -179.35 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.1 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 85.93 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 19 VorticularCutlassIII @ 3.27 each = 62.18 3 Cruiser @ 6 each = 18 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.25 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -286 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -4.42 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 65.22 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.58 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 41.1 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -54.9 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Enangorvold (#85) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Eye_Bot,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 81.23 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, MissileShipII, EyeBotII, EyeBotII, EyeBotII ** Picked 15 FighterII @ 4 each = 60 2 EyeBotII @ 8 each = 16 2 MissileShipII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.77 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 54.58 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 BomberStarship @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -41.42 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -71.28 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 34 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 4.16 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 SpireTeleportingLeechII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.84 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -41.29 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -9.11 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 60 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.12 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 3 SpireMiniRamIII @ 28.8 each = 86.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.27 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -55.25 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 70 (Lauoritin); count: 23, strength: 86.18 totals for planet 54 (Yarsi); count: 2, strength: 172.8 totals for planet 85 (Enangorvold); count: 20, strength: 180 totals for planet 33 (Mizing); count: 1, strength: 8 totals for planet 80 (Viuh); count: 3, strength: 86.4 totals for ParasiteIV; count: 6, strength: 96 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for VorticularCutlassIII; count: 19, strength: 62.18 totals for Cruiser; count: 3, strength: 18 totals for FighterIII; count: 1, strength: 6 totals for SpireTractorPlatformII; count: 1, strength: 76.8 totals for AIGuardianVampire; count: 1, strength: 96 totals for FighterII; count: 15, strength: 60 totals for EyeBotII; count: 2, strength: 16 totals for MissileShipII; count: 2, strength: 8 totals for BomberStarship; count: 1, strength: 96 totals for SpireTeleportingLeechII; count: 1, strength: 8 totals for SpireMiniRamIII; count: 3, strength: 86.4 == grand totals; count: 56, strength: 645.37 7/28/2014 10:20:01 AM (7.047) 5:53:39 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -2.73 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 215 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 101.67 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 VorticularCutlassIV @ 4.36 each = 4.36 2 InfiltratorIV @ 4.8 each = 9.6 1 BomberIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 2 FighterIV @ 8 each = 16 1 ZenithChameleonIV @ 8 each = 8 2 ZenithBeamFrigateIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.69 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -109.21 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.25 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 78.07 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 4 Cruiser @ 6 each = 24 13 VorticularCutlassIII @ 3.27 each = 42.54 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -233.38 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -0.93 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.17 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 12 FighterII @ 4 each = 48 1 SpireMiniRamII @ 19.2 each = 19.2 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 0.49 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 ZenithStarshipI @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -191.51 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Enangorvold (#85) planet.CurrentFleetshipReinforcementBalance = -2.77 Reinforcement focus types: Fighter,Eye_Bot,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 87 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.33 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, MissileShipII, EyeBotII, EyeBotII, EyeBotII ** Picked 12 FighterII @ 4 each = 48 3 MissileShipII @ 4 each = 12 2 EyeBotII @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 7.69 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 DreadnoughtII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -184.31 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -3.84 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 37 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 64.04 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 4 InfiltratorII @ 2.4 each = 9.6 4 MissileShipII @ 4 each = 16 3 ZenithChameleonII @ 4 each = 12 2 ZenithBeamFrigateII @ 8 each = 16 2 BomberII @ 4 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -16.75 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 4.31 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianRaider @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -91.69 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -2.53 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.57 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 4 EyeBotIII @ 12 each = 48 1 SpireMiniRamIII @ 28.8 each = 28.8 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.5 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 9.92 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianSniperII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -182.08 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 10, strength: 116.36 totals for planet 70 (Lauoritin); count: 19, strength: 78.54 totals for planet 50 (Vunu); count: 15, strength: 267.2 totals for planet 85 (Enangorvold); count: 18, strength: 268 totals for planet 33 (Mizing); count: 17, strength: 176.8 totals for planet 38 (Rewboom); count: 7, strength: 272.07 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for InfiltratorIV; count: 2, strength: 9.6 totals for BomberIV; count: 1, strength: 8 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for FighterIV; count: 2, strength: 16 totals for ZenithChameleonIV; count: 1, strength: 8 totals for ZenithBeamFrigateIV; count: 2, strength: 32 totals for Cruiser; count: 4, strength: 24 totals for VorticularCutlassIII; count: 14, strength: 45.81 totals for FighterIII; count: 2, strength: 12 totals for FighterII; count: 24, strength: 96 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for EyeBotII; count: 3, strength: 24 totals for ZenithStarshipI; count: 1, strength: 192 totals for MissileShipII; count: 7, strength: 28 totals for DreadnoughtII; count: 1, strength: 192 totals for InfiltratorII; count: 4, strength: 9.6 totals for ZenithChameleonII; count: 3, strength: 12 totals for ZenithBeamFrigateII; count: 2, strength: 16 totals for BomberII; count: 2, strength: 8 totals for AIGuardianRaider; count: 1, strength: 96 totals for EyeBotIII; count: 4, strength: 48 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for AIGuardianSniperII; count: 1, strength: 192 == grand totals; count: 86, strength: 1178.97 7/28/2014 10:20:01 AM (7.047) 5:53:39 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -2.73 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 215 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 101.67 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 VorticularCutlassIV @ 4.36 each = 4.36 2 InfiltratorIV @ 4.8 each = 9.6 1 BomberIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 2 FighterIV @ 8 each = 16 1 ZenithChameleonIV @ 8 each = 8 2 ZenithBeamFrigateIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.69 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -109.21 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.25 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 78.07 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 4 Cruiser @ 6 each = 24 13 VorticularCutlassIII @ 3.27 each = 42.54 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -233.38 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -0.93 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.17 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 12 FighterII @ 4 each = 48 1 SpireMiniRamII @ 19.2 each = 19.2 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 0.49 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 ZenithStarshipI @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -191.51 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Enangorvold (#85) planet.CurrentFleetshipReinforcementBalance = -2.77 Reinforcement focus types: Fighter,Eye_Bot,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 87 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.33 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, MissileShipII, EyeBotII, EyeBotII, EyeBotII ** Picked 12 FighterII @ 4 each = 48 3 MissileShipII @ 4 each = 12 2 EyeBotII @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 7.69 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 DreadnoughtII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -184.31 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -3.84 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 37 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 64.04 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 4 InfiltratorII @ 2.4 each = 9.6 4 MissileShipII @ 4 each = 16 3 ZenithChameleonII @ 4 each = 12 2 ZenithBeamFrigateII @ 8 each = 16 2 BomberII @ 4 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -16.75 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 4.31 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianRaider @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -91.69 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -2.53 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.57 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 4 EyeBotIII @ 12 each = 48 1 SpireMiniRamIII @ 28.8 each = 28.8 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.5 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 9.92 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianSniperII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -182.08 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 10, strength: 116.36 totals for planet 70 (Lauoritin); count: 19, strength: 78.54 totals for planet 50 (Vunu); count: 15, strength: 267.2 totals for planet 85 (Enangorvold); count: 18, strength: 268 totals for planet 33 (Mizing); count: 17, strength: 176.8 totals for planet 38 (Rewboom); count: 7, strength: 272.07 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for InfiltratorIV; count: 2, strength: 9.6 totals for BomberIV; count: 1, strength: 8 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for FighterIV; count: 2, strength: 16 totals for ZenithChameleonIV; count: 1, strength: 8 totals for ZenithBeamFrigateIV; count: 2, strength: 32 totals for Cruiser; count: 4, strength: 24 totals for VorticularCutlassIII; count: 14, strength: 45.81 totals for FighterIII; count: 2, strength: 12 totals for FighterII; count: 24, strength: 96 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for EyeBotII; count: 3, strength: 24 totals for ZenithStarshipI; count: 1, strength: 192 totals for MissileShipII; count: 7, strength: 28 totals for DreadnoughtII; count: 1, strength: 192 totals for InfiltratorII; count: 4, strength: 9.6 totals for ZenithChameleonII; count: 3, strength: 12 totals for ZenithBeamFrigateII; count: 2, strength: 16 totals for BomberII; count: 2, strength: 8 totals for AIGuardianRaider; count: 1, strength: 96 totals for EyeBotIII; count: 4, strength: 48 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for AIGuardianSniperII; count: 1, strength: 192 == grand totals; count: 86, strength: 1178.97 7/28/2014 10:25:38 AM (7.047) 5:57:38 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -14.69 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 101.32 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 5 ParasiteIV @ 16 each = 80 2 SpireTeleportingLeechIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.68 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -31.26 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.47 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 86.56 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 18 VorticularCutlassIII @ 3.27 each = 58.9 2 FighterIII @ 6 each = 12 3 Cruiser @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.35 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -174.91 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -9.5 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.73 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 6 EyeBotIII @ 12 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.27 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -127.51 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -14.27 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 60 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.96 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 3 SpireMiniRamIII @ 28.8 each = 86.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -19.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -0.68 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -0.83 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 35 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 80.4 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 10 FighterII @ 4 each = 40 1 EyeBotII @ 8 each = 8 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -95.64 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -3.03 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 78.2 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 1 EyeBotII @ 8 each = 8 6 FighterII @ 4 each = 24 3 SpireMiniRamII @ 19.2 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -136.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 70 (Lauoritin); count: 23, strength: 88.9 totals for planet 38 (Rewboom); count: 6, strength: 72 totals for planet 80 (Viuh); count: 3, strength: 86.4 totals for planet 32 (Quisaro); count: 13, strength: 86.4 totals for planet 50 (Vunu); count: 10, strength: 89.6 totals for ParasiteIV; count: 5, strength: 80 totals for SpireTeleportingLeechIV; count: 2, strength: 32 totals for VorticularCutlassIII; count: 18, strength: 58.9 totals for FighterIII; count: 2, strength: 12 totals for Cruiser; count: 3, strength: 18 totals for EyeBotIII; count: 6, strength: 72 totals for SpireMiniRamIII; count: 3, strength: 86.4 totals for FighterII; count: 16, strength: 64 totals for EyeBotII; count: 2, strength: 16 totals for SpireMiniRamII; count: 5, strength: 96 == grand totals; count: 62, strength: 535.3 7/28/2014 10:25:38 AM (7.047) 5:57:38 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -14.69 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 101.32 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 5 ParasiteIV @ 16 each = 80 2 SpireTeleportingLeechIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.68 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -31.26 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.47 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 86.56 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 18 VorticularCutlassIII @ 3.27 each = 58.9 2 FighterIII @ 6 each = 12 3 Cruiser @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.35 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -174.91 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -9.5 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.73 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 6 EyeBotIII @ 12 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.27 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -127.51 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -14.27 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 60 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.96 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 3 SpireMiniRamIII @ 28.8 each = 86.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -19.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -0.68 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -0.83 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 35 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 80.4 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 10 FighterII @ 4 each = 40 1 EyeBotII @ 8 each = 8 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -95.64 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -3.03 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 78.2 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 1 EyeBotII @ 8 each = 8 6 FighterII @ 4 each = 24 3 SpireMiniRamII @ 19.2 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -136.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 70 (Lauoritin); count: 23, strength: 88.9 totals for planet 38 (Rewboom); count: 6, strength: 72 totals for planet 80 (Viuh); count: 3, strength: 86.4 totals for planet 32 (Quisaro); count: 13, strength: 86.4 totals for planet 50 (Vunu); count: 10, strength: 89.6 totals for ParasiteIV; count: 5, strength: 80 totals for SpireTeleportingLeechIV; count: 2, strength: 32 totals for VorticularCutlassIII; count: 18, strength: 58.9 totals for FighterIII; count: 2, strength: 12 totals for Cruiser; count: 3, strength: 18 totals for EyeBotIII; count: 6, strength: 72 totals for SpireMiniRamIII; count: 3, strength: 86.4 totals for FighterII; count: 16, strength: 64 totals for EyeBotII; count: 2, strength: 16 totals for SpireMiniRamII; count: 5, strength: 96 == grand totals; count: 62, strength: 535.3 7/28/2014 10:25:50 AM (7.047) 5:57:50 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -10.68 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 214 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 93.71 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 CruiserIV @ 8 each = 8 4 InfiltratorIV @ 4.8 each = 19.2 1 ZenithBeamFrigateIV @ 16 each = 16 2 ZenithChameleonIV @ 8 each = 16 2 BomberIV @ 8 each = 16 1 EyeBotIV @ 16 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -35.88 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 38.88 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianWarpGateIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -249.12 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.35 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.97 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 15 VorticularCutlassIII @ 3.27 each = 49.09 5 Cruiser @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.12 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -122.29 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -19.44 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 53.66 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 InfiltratorIII @ 3.6 each = 3.6 1 FighterIII @ 6 each = 6 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 48.44 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianRaiderII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -143.56 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -16.75 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 115 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 51.13 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 4 MissileShipII @ 4 each = 16 2 BomberII @ 4 each = 8 1 FighterII @ 4 each = 4 1 ZenithChameleonII @ 4 each = 4 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.07 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -46.08 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -0.27 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 124 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.83 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 4 EyeBotIII @ 12 each = 48 2 VorticularCutlassIII @ 3.27 each = 6.54 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.51 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -78.39 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -11.4 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 84 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 61.7 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 5 FighterII @ 4 each = 20 3 EyeBotII @ 8 each = 24 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.5 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -87.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 13, strength: 417.59 totals for planet 70 (Lauoritin); count: 20, strength: 79.09 totals for planet 80 (Viuh); count: 5, strength: 259.2 totals for planet 33 (Mizing); count: 9, strength: 51.2 totals for planet 38 (Rewboom); count: 7, strength: 83.34 totals for planet 50 (Vunu); count: 9, strength: 63.2 totals for CruiserIV; count: 1, strength: 8 totals for InfiltratorIV; count: 4, strength: 19.2 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for ZenithChameleonIV; count: 2, strength: 16 totals for BomberIV; count: 2, strength: 16 totals for EyeBotIV; count: 1, strength: 16 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for AIGuardianWarpGateIII; count: 1, strength: 288 totals for VorticularCutlassIII; count: 17, strength: 55.63 totals for Cruiser; count: 5, strength: 30 totals for InfiltratorIII; count: 1, strength: 3.6 totals for FighterIII; count: 1, strength: 6 totals for SpireMiniRamIII; count: 3, strength: 86.4 totals for AIGuardianRaiderII; count: 1, strength: 192 totals for MissileShipII; count: 4, strength: 16 totals for BomberII; count: 2, strength: 8 totals for FighterII; count: 6, strength: 24 totals for ZenithChameleonII; count: 1, strength: 4 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for EyeBotIII; count: 4, strength: 48 totals for EyeBotII; count: 3, strength: 24 == grand totals; count: 63, strength: 953.62 7/28/2014 10:25:50 AM (7.047) 5:57:50 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 70 (Lauoritin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (45 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -10.68 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 214 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 93.71 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 CruiserIV @ 8 each = 8 4 InfiltratorIV @ 4.8 each = 19.2 1 ZenithBeamFrigateIV @ 16 each = 16 2 ZenithChameleonIV @ 8 each = 16 2 BomberIV @ 8 each = 16 1 EyeBotIV @ 16 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -35.88 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 38.88 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianWarpGateIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -249.12 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.35 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.97 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 15 VorticularCutlassIII @ 3.27 each = 49.09 5 Cruiser @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.12 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -122.29 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -19.44 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 53.66 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 InfiltratorIII @ 3.6 each = 3.6 1 FighterIII @ 6 each = 6 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 48.44 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianRaiderII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -143.56 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -16.75 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 115 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 51.13 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 4 MissileShipII @ 4 each = 16 2 BomberII @ 4 each = 8 1 FighterII @ 4 each = 4 1 ZenithChameleonII @ 4 each = 4 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.07 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -46.08 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -0.27 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 124 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.83 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 4 EyeBotIII @ 12 each = 48 2 VorticularCutlassIII @ 3.27 each = 6.54 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.51 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -78.39 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -11.4 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 84 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 61.7 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 5 FighterII @ 4 each = 20 3 EyeBotII @ 8 each = 24 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.5 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -87.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 13, strength: 417.59 totals for planet 70 (Lauoritin); count: 20, strength: 79.09 totals for planet 80 (Viuh); count: 5, strength: 259.2 totals for planet 33 (Mizing); count: 9, strength: 51.2 totals for planet 38 (Rewboom); count: 7, strength: 83.34 totals for planet 50 (Vunu); count: 9, strength: 63.2 totals for CruiserIV; count: 1, strength: 8 totals for InfiltratorIV; count: 4, strength: 19.2 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for ZenithChameleonIV; count: 2, strength: 16 totals for BomberIV; count: 2, strength: 16 totals for EyeBotIV; count: 1, strength: 16 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for AIGuardianWarpGateIII; count: 1, strength: 288 totals for VorticularCutlassIII; count: 17, strength: 55.63 totals for Cruiser; count: 5, strength: 30 totals for InfiltratorIII; count: 1, strength: 3.6 totals for FighterIII; count: 1, strength: 6 totals for SpireMiniRamIII; count: 3, strength: 86.4 totals for AIGuardianRaiderII; count: 1, strength: 192 totals for MissileShipII; count: 4, strength: 16 totals for BomberII; count: 2, strength: 8 totals for FighterII; count: 6, strength: 24 totals for ZenithChameleonII; count: 1, strength: 4 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for EyeBotIII; count: 4, strength: 48 totals for EyeBotII; count: 3, strength: 24 == grand totals; count: 63, strength: 953.62 7/28/2014 10:30:59 AM (7.047) 6:01:50 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -35.88 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 80.13 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 3 ParasiteIV @ 16 each = 48 1 SentinelFrigateIV @ 40.42 each = 40.42 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.29 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -171.18 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -2.2 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.03 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 10 BomberIV @ 8 each = 80 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.97 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -186.2 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -3.12 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 83.91 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 16 VorticularCutlassIII @ 3.27 each = 52.36 3 Cruiser @ 6 each = 18 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.45 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -63.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -11.58 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 58.06 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 3 FighterII @ 4 each = 12 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -30.74 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -8.12 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -1.5 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.74 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 10 FighterII @ 4 each = 40 3 EyeBotII @ 8 each = 24 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.46 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -33.24 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -0.07 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 48 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.37 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 AcidSprayerII @ 4 each = 4 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 4.61 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -91.39 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 4, strength: 88.42 totals for planet 98 (Nomad 2); count: 10, strength: 80 totals for planet 70 (Lauoritin); count: 22, strength: 88.36 totals for planet 54 (Yarsi); count: 4, strength: 88.8 totals for planet 50 (Vunu); count: 14, strength: 83.2 totals for planet 33 (Mizing); count: 3, strength: 172 totals for ParasiteIV; count: 3, strength: 48 totals for SentinelFrigateIV; count: 1, strength: 40.42 totals for BomberIV; count: 10, strength: 80 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 3, strength: 18 totals for FighterIII; count: 3, strength: 18 totals for FighterII; count: 13, strength: 52 totals for SpireTractorPlatformII; count: 1, strength: 76.8 totals for EyeBotII; count: 3, strength: 24 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for AcidSprayerII; count: 1, strength: 4 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for AIGuardianVampire; count: 1, strength: 96 == grand totals; count: 57, strength: 600.78 7/28/2014 10:30:59 AM (7.047) 6:01:50 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -35.88 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 80.13 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 3 ParasiteIV @ 16 each = 48 1 SentinelFrigateIV @ 40.42 each = 40.42 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.29 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -171.18 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -2.2 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.03 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 10 BomberIV @ 8 each = 80 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.97 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -186.2 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -3.12 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 83.91 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 16 VorticularCutlassIII @ 3.27 each = 52.36 3 Cruiser @ 6 each = 18 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.45 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -63.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -11.58 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 58.06 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 3 FighterII @ 4 each = 12 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -30.74 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -8.12 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -1.5 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.74 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 10 FighterII @ 4 each = 40 3 EyeBotII @ 8 each = 24 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.46 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -33.24 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -0.07 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 48 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.37 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 AcidSprayerII @ 4 each = 4 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 4.61 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -91.39 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 4, strength: 88.42 totals for planet 98 (Nomad 2); count: 10, strength: 80 totals for planet 70 (Lauoritin); count: 22, strength: 88.36 totals for planet 54 (Yarsi); count: 4, strength: 88.8 totals for planet 50 (Vunu); count: 14, strength: 83.2 totals for planet 33 (Mizing); count: 3, strength: 172 totals for ParasiteIV; count: 3, strength: 48 totals for SentinelFrigateIV; count: 1, strength: 40.42 totals for BomberIV; count: 10, strength: 80 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 3, strength: 18 totals for FighterIII; count: 3, strength: 18 totals for FighterII; count: 13, strength: 52 totals for SpireTractorPlatformII; count: 1, strength: 76.8 totals for EyeBotII; count: 3, strength: 24 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for AcidSprayerII; count: 1, strength: 4 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for AIGuardianVampire; count: 1, strength: 96 == grand totals; count: 57, strength: 600.78 7/28/2014 10:31:12 AM (7.047) 6:02:03 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -8.29 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 217 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 96.1 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 InfiltratorIV @ 4.8 each = 4.8 1 BomberIV @ 8 each = 8 2 CruiserIV @ 8 each = 16 1 ZenithBeamFrigateIV @ 16 each = 16 4 ZenithChameleonIV @ 8 each = 32 1 FighterIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -27.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -101.04 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -0.97 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 87 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.13 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 8 BomberIV @ 8 each = 64 2 FighterIV @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -137.08 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -4.45 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 62 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.87 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 1 FighterIII @ 6 each = 6 12 VorticularCutlassIII @ 3.27 each = 39.27 5 Cruiser @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -11.2 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -10.51 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 131 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 62.59 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked 1 Cruiser @ 6 each = 6 1 FighterIII @ 6 each = 6 1 SpireMiniRamIII @ 28.8 each = 28.8 1 ZenithBeamFrigateIII @ 12 each = 12 2 BomberIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.21 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -29.28 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -2.71 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 73 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.39 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 3 SpireMiniRamII @ 19.2 each = 57.6 2 FighterII @ 4 each = 8 1 BomberII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -17.25 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -0.63 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 67.25 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 1 BomberII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 2 EyeBotII @ 8 each = 16 1 ZenithChameleonII @ 4 each = 4 1 MissileShipII @ 4 each = 4 2 FighterII @ 4 each = 8 4 ZenithBeamFrigateII @ 8 each = 32 1 InfiltratorII @ 2.4 each = 2.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -45.79 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 11, strength: 123.2 totals for planet 98 (Nomad 2); count: 10, strength: 80 totals for planet 70 (Lauoritin); count: 18, strength: 75.27 totals for planet 38 (Rewboom); count: 6, strength: 64.8 totals for planet 7 (Murdoch); count: 7, strength: 71.78 totals for planet 33 (Mizing); count: 13, strength: 72.58 totals for InfiltratorIV; count: 1, strength: 4.8 totals for BomberIV; count: 9, strength: 72 totals for CruiserIV; count: 2, strength: 16 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for ZenithChameleonIV; count: 4, strength: 32 totals for FighterIV; count: 3, strength: 24 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for FighterIII; count: 2, strength: 12 totals for VorticularCutlassIII; count: 12, strength: 39.27 totals for Cruiser; count: 6, strength: 36 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for ZenithBeamFrigateIII; count: 1, strength: 12 totals for BomberIII; count: 2, strength: 12 totals for SpireMiniRamII; count: 3, strength: 57.6 totals for FighterII; count: 4, strength: 16 totals for BomberII; count: 2, strength: 8 totals for VorticularCutlassII; count: 2, strength: 4.36 totals for EyeBotII; count: 2, strength: 16 totals for ZenithChameleonII; count: 1, strength: 4 totals for MissileShipII; count: 1, strength: 4 totals for ZenithBeamFrigateII; count: 4, strength: 32 totals for InfiltratorII; count: 1, strength: 2.4 == grand totals; count: 65, strength: 487.63 7/28/2014 10:31:12 AM (7.047) 6:02:03 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -8.29 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 217 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 96.1 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 InfiltratorIV @ 4.8 each = 4.8 1 BomberIV @ 8 each = 8 2 CruiserIV @ 8 each = 16 1 ZenithBeamFrigateIV @ 16 each = 16 4 ZenithChameleonIV @ 8 each = 32 1 FighterIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -27.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -101.04 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -0.97 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 87 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.13 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 8 BomberIV @ 8 each = 64 2 FighterIV @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -137.08 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -4.45 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 62 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.87 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 1 FighterIII @ 6 each = 6 12 VorticularCutlassIII @ 3.27 each = 39.27 5 Cruiser @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -11.2 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -10.51 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 131 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 62.59 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked 1 Cruiser @ 6 each = 6 1 FighterIII @ 6 each = 6 1 SpireMiniRamIII @ 28.8 each = 28.8 1 ZenithBeamFrigateIII @ 12 each = 12 2 BomberIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.21 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -29.28 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -2.71 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 73 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.39 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 3 SpireMiniRamII @ 19.2 each = 57.6 2 FighterII @ 4 each = 8 1 BomberII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -17.25 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -0.63 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 67.25 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 1 BomberII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 2 EyeBotII @ 8 each = 16 1 ZenithChameleonII @ 4 each = 4 1 MissileShipII @ 4 each = 4 2 FighterII @ 4 each = 8 4 ZenithBeamFrigateII @ 8 each = 32 1 InfiltratorII @ 2.4 each = 2.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -45.79 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 11, strength: 123.2 totals for planet 98 (Nomad 2); count: 10, strength: 80 totals for planet 70 (Lauoritin); count: 18, strength: 75.27 totals for planet 38 (Rewboom); count: 6, strength: 64.8 totals for planet 7 (Murdoch); count: 7, strength: 71.78 totals for planet 33 (Mizing); count: 13, strength: 72.58 totals for InfiltratorIV; count: 1, strength: 4.8 totals for BomberIV; count: 9, strength: 72 totals for CruiserIV; count: 2, strength: 16 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for ZenithChameleonIV; count: 4, strength: 32 totals for FighterIV; count: 3, strength: 24 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for FighterIII; count: 2, strength: 12 totals for VorticularCutlassIII; count: 12, strength: 39.27 totals for Cruiser; count: 6, strength: 36 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for ZenithBeamFrigateIII; count: 1, strength: 12 totals for BomberIII; count: 2, strength: 12 totals for SpireMiniRamII; count: 3, strength: 57.6 totals for FighterII; count: 4, strength: 16 totals for BomberII; count: 2, strength: 8 totals for VorticularCutlassII; count: 2, strength: 4.36 totals for EyeBotII; count: 2, strength: 16 totals for ZenithChameleonII; count: 1, strength: 4 totals for MissileShipII; count: 1, strength: 4 totals for ZenithBeamFrigateII; count: 4, strength: 32 totals for InfiltratorII; count: 1, strength: 2.4 == grand totals; count: 65, strength: 487.63 7/28/2014 10:36:10 AM (7.047) 6:06:04 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -27.09 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 88.91 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 1 SpireTeleportingLeechIV @ 16 each = 16 3 ParasiteIV @ 16 each = 48 1 SentinelFrigateIV @ 40.42 each = 40.42 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.51 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -23.09 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -7.87 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.36 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 9 BomberIV @ 8 each = 72 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -82.51 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.4 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 85.62 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 16 VorticularCutlassIII @ 3.27 each = 52.36 4 Cruiser @ 6 each = 24 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.74 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 47.27 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 AIRaidStarshipII @ 128 each = 128 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -80.73 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -1.39 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 80 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.85 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, MicroFighterII, MicroFighterII, MicroFighterII, SpireGravityDrainII ** Picked 12 SpiderII @ 4 each = 48 5 MicroFighterII @ 2.67 each = 13.33 3 SpireGravityDrainII @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.48 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 37.33 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 2 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianFlak @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -58.67 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -13.54 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 78 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 67.7 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 3 SpireMiniRamIII @ 28.8 each = 86.4 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -24.7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -88.99 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -30.74 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 22 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 38.9 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 2 FighterII @ 4 each = 8 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -45.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 38.67 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -57.33 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 5, strength: 104.42 totals for planet 98 (Nomad 2); count: 10, strength: 76.36 totals for planet 70 (Lauoritin); count: 23, strength: 216.36 totals for planet 7 (Murdoch); count: 21, strength: 181.33 totals for planet 80 (Viuh); count: 4, strength: 92.4 totals for planet 54 (Yarsi); count: 4, strength: 180.8 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for ParasiteIV; count: 3, strength: 48 totals for SentinelFrigateIV; count: 1, strength: 40.42 totals for BomberIV; count: 9, strength: 72 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 4, strength: 24 totals for FighterIII; count: 3, strength: 18 totals for AIRaidStarshipII; count: 1, strength: 128 totals for SpiderII; count: 12, strength: 48 totals for MicroFighterII; count: 5, strength: 13.33 totals for SpireGravityDrainII; count: 3, strength: 24 totals for AIGuardianFlak; count: 1, strength: 96 totals for SpireMiniRamIII; count: 3, strength: 86.4 totals for FighterII; count: 2, strength: 8 totals for SpireTractorPlatformII; count: 1, strength: 76.8 totals for AIGuardianSpireImplosion; count: 1, strength: 96 == grand totals; count: 67, strength: 851.67 7/28/2014 10:36:10 AM (7.047) 6:06:04 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -27.09 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 88.91 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 1 SpireTeleportingLeechIV @ 16 each = 16 3 ParasiteIV @ 16 each = 48 1 SentinelFrigateIV @ 40.42 each = 40.42 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.51 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -23.09 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -7.87 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.36 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 9 BomberIV @ 8 each = 72 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -82.51 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.4 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 85.62 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 16 VorticularCutlassIII @ 3.27 each = 52.36 4 Cruiser @ 6 each = 24 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.74 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 47.27 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 AIRaidStarshipII @ 128 each = 128 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -80.73 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -1.39 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 80 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.85 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, MicroFighterII, MicroFighterII, MicroFighterII, SpireGravityDrainII ** Picked 12 SpiderII @ 4 each = 48 5 MicroFighterII @ 2.67 each = 13.33 3 SpireGravityDrainII @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.48 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 37.33 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 2 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianFlak @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -58.67 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -13.54 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 78 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 67.7 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 3 SpireMiniRamIII @ 28.8 each = 86.4 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -24.7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -88.99 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -30.74 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 22 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 38.9 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 2 FighterII @ 4 each = 8 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -45.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 38.67 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -57.33 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 5, strength: 104.42 totals for planet 98 (Nomad 2); count: 10, strength: 76.36 totals for planet 70 (Lauoritin); count: 23, strength: 216.36 totals for planet 7 (Murdoch); count: 21, strength: 181.33 totals for planet 80 (Viuh); count: 4, strength: 92.4 totals for planet 54 (Yarsi); count: 4, strength: 180.8 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for ParasiteIV; count: 3, strength: 48 totals for SentinelFrigateIV; count: 1, strength: 40.42 totals for BomberIV; count: 9, strength: 72 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 4, strength: 24 totals for FighterIII; count: 3, strength: 18 totals for AIRaidStarshipII; count: 1, strength: 128 totals for SpiderII; count: 12, strength: 48 totals for MicroFighterII; count: 5, strength: 13.33 totals for SpireGravityDrainII; count: 3, strength: 24 totals for AIGuardianFlak; count: 1, strength: 96 totals for SpireMiniRamIII; count: 3, strength: 86.4 totals for FighterII; count: 2, strength: 8 totals for SpireTractorPlatformII; count: 1, strength: 76.8 totals for AIGuardianSpireImplosion; count: 1, strength: 96 == grand totals; count: 67, strength: 851.67 7/28/2014 10:36:20 AM (7.047) 6:06:14 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -15.51 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 213 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 88.89 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 ZenithBeamFrigateIV @ 16 each = 16 1 InfiltratorIV @ 4.8 each = 4.8 4 ZenithChameleonIV @ 8 each = 32 1 CruiserIV @ 8 each = 8 1 BomberIV @ 8 each = 8 1 VorticularCutlassIV @ 4.36 each = 4.36 2 FighterIV @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.27 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 47.05 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipV, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipV, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship ** Picked 1 BomberStarshipIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -240.95 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -3 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 87 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.1 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 2 FighterIV @ 8 each = 16 7 BomberIV @ 8 each = 56 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -33.39 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.74 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.58 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 11 VorticularCutlassIII @ 3.27 each = 36 4 FighterIII @ 6 each = 24 3 Cruiser @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.42 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -28.12 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -2.21 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.89 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 5 EyeBotIII @ 12 each = 60 4 VorticularCutlassIII @ 3.27 each = 13.09 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 19.83 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 AIRaidStarshipII @ 128 each = 128 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -108.17 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.82 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 137 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.28 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 9 FighterIII @ 6 each = 54 5 VorticularCutlassIII @ 3.27 each = 16.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.08 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -14.55 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -3.46 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.64 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 6 FighterII @ 4 each = 24 3 EyeBotII @ 8 each = 24 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -16.76 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 15.87 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -80.13 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 12, strength: 377.16 totals for planet 98 (Nomad 2); count: 9, strength: 72 totals for planet 70 (Lauoritin); count: 18, strength: 78 totals for planet 38 (Rewboom); count: 10, strength: 201.09 totals for planet 12 (Shoergeo); count: 14, strength: 70.36 totals for planet 50 (Vunu); count: 12, strength: 182.4 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for InfiltratorIV; count: 1, strength: 4.8 totals for ZenithChameleonIV; count: 4, strength: 32 totals for CruiserIV; count: 1, strength: 8 totals for BomberIV; count: 8, strength: 64 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for FighterIV; count: 4, strength: 32 totals for BomberStarshipIII; count: 1, strength: 288 totals for VorticularCutlassIII; count: 20, strength: 65.45 totals for FighterIII; count: 13, strength: 78 totals for Cruiser; count: 3, strength: 18 totals for EyeBotIII; count: 5, strength: 60 totals for AIRaidStarshipII; count: 1, strength: 128 totals for FighterII; count: 6, strength: 24 totals for EyeBotII; count: 3, strength: 24 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for AIGuardianWarpGate; count: 1, strength: 96 == grand totals; count: 75, strength: 981.01 7/28/2014 10:36:20 AM (7.047) 6:06:14 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -15.51 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 213 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 88.89 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 ZenithBeamFrigateIV @ 16 each = 16 1 InfiltratorIV @ 4.8 each = 4.8 4 ZenithChameleonIV @ 8 each = 32 1 CruiserIV @ 8 each = 8 1 BomberIV @ 8 each = 8 1 VorticularCutlassIV @ 4.36 each = 4.36 2 FighterIV @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.27 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 47.05 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipV, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipV, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship ** Picked 1 BomberStarshipIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -240.95 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -3 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 87 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.1 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 2 FighterIV @ 8 each = 16 7 BomberIV @ 8 each = 56 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -33.39 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.74 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.58 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 11 VorticularCutlassIII @ 3.27 each = 36 4 FighterIII @ 6 each = 24 3 Cruiser @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.42 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -28.12 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -2.21 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.89 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 5 EyeBotIII @ 12 each = 60 4 VorticularCutlassIII @ 3.27 each = 13.09 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 19.83 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 AIRaidStarshipII @ 128 each = 128 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -108.17 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.82 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 137 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.28 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 9 FighterIII @ 6 each = 54 5 VorticularCutlassIII @ 3.27 each = 16.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.08 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -14.55 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -3.46 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.64 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 6 FighterII @ 4 each = 24 3 EyeBotII @ 8 each = 24 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -16.76 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 15.87 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -80.13 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 12, strength: 377.16 totals for planet 98 (Nomad 2); count: 9, strength: 72 totals for planet 70 (Lauoritin); count: 18, strength: 78 totals for planet 38 (Rewboom); count: 10, strength: 201.09 totals for planet 12 (Shoergeo); count: 14, strength: 70.36 totals for planet 50 (Vunu); count: 12, strength: 182.4 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for InfiltratorIV; count: 1, strength: 4.8 totals for ZenithChameleonIV; count: 4, strength: 32 totals for CruiserIV; count: 1, strength: 8 totals for BomberIV; count: 8, strength: 64 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for FighterIV; count: 4, strength: 32 totals for BomberStarshipIII; count: 1, strength: 288 totals for VorticularCutlassIII; count: 20, strength: 65.45 totals for FighterIII; count: 13, strength: 78 totals for Cruiser; count: 3, strength: 18 totals for EyeBotIII; count: 5, strength: 60 totals for AIRaidStarshipII; count: 1, strength: 128 totals for FighterII; count: 6, strength: 24 totals for EyeBotII; count: 3, strength: 24 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for AIGuardianWarpGate; count: 1, strength: 96 == grand totals; count: 75, strength: 981.01 7/28/2014 10:40:24 AM (7.047) 6:10:18 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -0.27 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.74 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 7 ParasiteIV @ 16 each = 112 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -163.01 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -1.9 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 80 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.33 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 1 VorticularCutlassIV @ 4.36 each = 4.36 2 FighterIV @ 8 each = 16 8 BomberIV @ 8 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 21.18 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 2 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipV, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipV, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship ** Picked 1 BomberStarshipIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -266.82 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.42 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 84.61 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 15 VorticularCutlassIII @ 3.27 each = 49.09 5 Cruiser @ 6 each = 30 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 30.36 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -161.64 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -16.76 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 64.47 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 10 FighterII @ 4 each = 40 1 EyeBotII @ 8 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.73 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -25.55 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -45.9 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.74 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 2 FighterII @ 4 each = 8 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -61.06 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -10.54 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -2.2 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 137 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.04 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 4 EyeBotIII @ 12 each = 48 1 SpireMiniRamIII @ 28.8 each = 28.8 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.04 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -53.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 98 (Nomad 2); count: 12, strength: 372.36 totals for planet 70 (Lauoritin); count: 22, strength: 277.09 totals for planet 50 (Vunu); count: 12, strength: 67.2 totals for planet 54 (Yarsi); count: 3, strength: 84.8 totals for planet 38 (Rewboom); count: 6, strength: 80.07 totals for ParasiteIV; count: 7, strength: 112 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for FighterIV; count: 2, strength: 16 totals for BomberIV; count: 8, strength: 64 totals for BomberStarshipIII; count: 1, strength: 288 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 1, strength: 6 totals for AIGuardianVampireII; count: 1, strength: 192 totals for FighterII; count: 12, strength: 48 totals for EyeBotII; count: 1, strength: 8 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for SpireTractorPlatformII; count: 1, strength: 76.8 totals for EyeBotIII; count: 4, strength: 48 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 63, strength: 1009.52 7/28/2014 10:40:24 AM (7.047) 6:10:18 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -0.27 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.74 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 7 ParasiteIV @ 16 each = 112 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -163.01 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -1.9 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 80 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.33 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 1 VorticularCutlassIV @ 4.36 each = 4.36 2 FighterIV @ 8 each = 16 8 BomberIV @ 8 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 21.18 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 2 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipV, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipV, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship ** Picked 1 BomberStarshipIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -266.82 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.42 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 84.61 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 15 VorticularCutlassIII @ 3.27 each = 49.09 5 Cruiser @ 6 each = 30 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 30.36 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -161.64 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -16.76 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 64.47 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 10 FighterII @ 4 each = 40 1 EyeBotII @ 8 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.73 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -25.55 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -45.9 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.74 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 2 FighterII @ 4 each = 8 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -61.06 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -10.54 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -2.2 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 137 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.04 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 4 EyeBotIII @ 12 each = 48 1 SpireMiniRamIII @ 28.8 each = 28.8 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.04 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -53.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 98 (Nomad 2); count: 12, strength: 372.36 totals for planet 70 (Lauoritin); count: 22, strength: 277.09 totals for planet 50 (Vunu); count: 12, strength: 67.2 totals for planet 54 (Yarsi); count: 3, strength: 84.8 totals for planet 38 (Rewboom); count: 6, strength: 80.07 totals for ParasiteIV; count: 7, strength: 112 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for FighterIV; count: 2, strength: 16 totals for BomberIV; count: 8, strength: 64 totals for BomberStarshipIII; count: 1, strength: 288 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 1, strength: 6 totals for AIGuardianVampireII; count: 1, strength: 192 totals for FighterII; count: 12, strength: 48 totals for EyeBotII; count: 1, strength: 8 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for SpireTractorPlatformII; count: 1, strength: 76.8 totals for EyeBotIII; count: 4, strength: 48 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 63, strength: 1009.52 7/28/2014 10:40:34 AM (7.047) 6:10:28 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -12.26 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 216 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 92.13 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 3 ZenithChameleonIV @ 8 each = 24 1 SpireMiniRamIV @ 38.4 each = 38.4 2 InfiltratorIV @ 4.8 each = 9.6 1 CruiserIV @ 8 each = 8 1 VorticularCutlassIV @ 4.36 each = 4.36 1 BomberIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.23 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -92.87 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -5.03 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 90 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.07 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 6 BomberIV @ 8 each = 48 2 FighterIV @ 8 each = 16 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.3 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -217.7 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.47 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 66 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 77.84 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 13 VorticularCutlassIII @ 3.27 each = 42.54 1 FighterIII @ 6 each = 6 5 Cruiser @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -109.03 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -5.33 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 52 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 62.56 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 2 EyeBotII @ 8 each = 16 1 SpireMiniRamII @ 19.2 each = 19.2 2 ZenithBeamFrigateII @ 8 each = 16 1 ZenithChameleonII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -0.18 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -6 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 35 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 67.1 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 13 FighterII @ 4 each = 52 2 EyeBotII @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -46.53 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.08 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 154 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.02 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 11 FighterIII @ 6 each = 66 1 VorticularCutlassIII @ 3.27 each = 3.27 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.25 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 34.56 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianSniperII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -157.44 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 9, strength: 92.36 totals for planet 98 (Nomad 2); count: 9, strength: 68.36 totals for planet 70 (Lauoritin); count: 19, strength: 78.54 totals for planet 33 (Mizing); count: 9, strength: 65.38 totals for planet 32 (Quisaro); count: 15, strength: 68 totals for planet 12 (Shoergeo); count: 14, strength: 267.27 totals for ZenithChameleonIV; count: 3, strength: 24 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for InfiltratorIV; count: 2, strength: 9.6 totals for CruiserIV; count: 1, strength: 8 totals for VorticularCutlassIV; count: 2, strength: 8.73 totals for BomberIV; count: 7, strength: 56 totals for FighterIV; count: 2, strength: 16 totals for VorticularCutlassIII; count: 14, strength: 45.81 totals for FighterIII; count: 12, strength: 72 totals for Cruiser; count: 6, strength: 36 totals for EyeBotII; count: 4, strength: 32 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for ZenithBeamFrigateII; count: 2, strength: 16 totals for ZenithChameleonII; count: 1, strength: 4 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for BomberII; count: 2, strength: 8 totals for FighterII; count: 13, strength: 52 totals for AIGuardianSniperII; count: 1, strength: 192 == grand totals; count: 75, strength: 639.92 7/28/2014 10:40:34 AM (7.047) 6:10:28 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -12.26 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 216 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 92.13 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 3 ZenithChameleonIV @ 8 each = 24 1 SpireMiniRamIV @ 38.4 each = 38.4 2 InfiltratorIV @ 4.8 each = 9.6 1 CruiserIV @ 8 each = 8 1 VorticularCutlassIV @ 4.36 each = 4.36 1 BomberIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.23 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -92.87 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -5.03 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 90 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.07 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 6 BomberIV @ 8 each = 48 2 FighterIV @ 8 each = 16 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.3 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -217.7 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.47 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 66 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 77.84 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 13 VorticularCutlassIII @ 3.27 each = 42.54 1 FighterIII @ 6 each = 6 5 Cruiser @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -109.03 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -5.33 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 52 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 62.56 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 2 EyeBotII @ 8 each = 16 1 SpireMiniRamII @ 19.2 each = 19.2 2 ZenithBeamFrigateII @ 8 each = 16 1 ZenithChameleonII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -0.18 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -6 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 35 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 67.1 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 13 FighterII @ 4 each = 52 2 EyeBotII @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -46.53 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.08 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 154 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.02 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 11 FighterIII @ 6 each = 66 1 VorticularCutlassIII @ 3.27 each = 3.27 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.25 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 34.56 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianSniperII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -157.44 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 9, strength: 92.36 totals for planet 98 (Nomad 2); count: 9, strength: 68.36 totals for planet 70 (Lauoritin); count: 19, strength: 78.54 totals for planet 33 (Mizing); count: 9, strength: 65.38 totals for planet 32 (Quisaro); count: 15, strength: 68 totals for planet 12 (Shoergeo); count: 14, strength: 267.27 totals for ZenithChameleonIV; count: 3, strength: 24 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for InfiltratorIV; count: 2, strength: 9.6 totals for CruiserIV; count: 1, strength: 8 totals for VorticularCutlassIV; count: 2, strength: 8.73 totals for BomberIV; count: 7, strength: 56 totals for FighterIV; count: 2, strength: 16 totals for VorticularCutlassIII; count: 14, strength: 45.81 totals for FighterIII; count: 12, strength: 72 totals for Cruiser; count: 6, strength: 36 totals for EyeBotII; count: 4, strength: 32 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for ZenithBeamFrigateII; count: 2, strength: 16 totals for ZenithChameleonII; count: 1, strength: 4 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for BomberII; count: 2, strength: 8 totals for FighterII; count: 13, strength: 52 totals for AIGuardianSniperII; count: 1, strength: 192 == grand totals; count: 75, strength: 639.92 7/28/2014 10:44:36 AM (7.047) 6:14:30 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -0.23 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.78 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 7 ParasiteIV @ 16 each = 112 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.22 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -14.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -0.3 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 80 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 80.94 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 2 FighterIV @ 8 each = 16 7 BomberIV @ 8 each = 56 3 VorticularCutlassIV @ 4.36 each = 13.09 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -163.13 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.7 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 86.33 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 6 Cruiser @ 6 each = 36 15 VorticularCutlassIII @ 3.27 each = 49.09 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.76 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -50.56 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.25 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 167 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 77.98 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 1 Cruiser @ 6 each = 6 12 FighterIII @ 6 each = 72 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.29 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -102.86 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -61.06 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 22 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 8.58 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -68.22 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 36.24 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -59.76 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Enangorvold (#85) planet.CurrentFleetshipReinforcementBalance = -5.67 Reinforcement focus types: Fighter,Eye_Bot,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 87 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.56 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, MissileShipII, EyeBotII, EyeBotII, EyeBotII ** Picked 10 FighterII @ 4 each = 40 5 EyeBotII @ 8 each = 40 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -129.73 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 98 (Nomad 2); count: 12, strength: 85.09 totals for planet 70 (Lauoritin); count: 22, strength: 91.09 totals for planet 12 (Shoergeo); count: 14, strength: 81.27 totals for planet 54 (Yarsi); count: 2, strength: 172.8 totals for planet 85 (Enangorvold); count: 15, strength: 80 totals for ParasiteIV; count: 7, strength: 112 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for FighterIV; count: 2, strength: 16 totals for BomberIV; count: 7, strength: 56 totals for VorticularCutlassIV; count: 3, strength: 13.09 totals for Cruiser; count: 7, strength: 42 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for FighterIII; count: 13, strength: 78 totals for SpireTractorPlatformII; count: 1, strength: 76.8 totals for AIGuardianVampire; count: 1, strength: 96 totals for FighterII; count: 10, strength: 40 totals for EyeBotII; count: 5, strength: 40 == grand totals; count: 73, strength: 638.25 7/28/2014 10:44:36 AM (7.047) 6:14:30 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -0.23 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 209 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.78 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 7 ParasiteIV @ 16 each = 112 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.22 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -14.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -0.3 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 80 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 80.94 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 2 FighterIV @ 8 each = 16 7 BomberIV @ 8 each = 56 3 VorticularCutlassIV @ 4.36 each = 13.09 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -163.13 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.7 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 86.33 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 6 Cruiser @ 6 each = 36 15 VorticularCutlassIII @ 3.27 each = 49.09 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.76 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -50.56 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.25 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 167 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 77.98 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 1 Cruiser @ 6 each = 6 12 FighterIII @ 6 each = 72 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.29 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -102.86 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -61.06 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 22 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 69.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 8.58 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -68.22 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 69.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 46.79 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 36.24 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -59.76 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Enangorvold (#85) planet.CurrentFleetshipReinforcementBalance = -5.67 Reinforcement focus types: Fighter,Eye_Bot,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 87 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.56 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, MissileShipII, EyeBotII, EyeBotII, EyeBotII ** Picked 10 FighterII @ 4 each = 40 5 EyeBotII @ 8 each = 40 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -129.73 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 98 (Nomad 2); count: 12, strength: 85.09 totals for planet 70 (Lauoritin); count: 22, strength: 91.09 totals for planet 12 (Shoergeo); count: 14, strength: 81.27 totals for planet 54 (Yarsi); count: 2, strength: 172.8 totals for planet 85 (Enangorvold); count: 15, strength: 80 totals for ParasiteIV; count: 7, strength: 112 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for FighterIV; count: 2, strength: 16 totals for BomberIV; count: 7, strength: 56 totals for VorticularCutlassIV; count: 3, strength: 13.09 totals for Cruiser; count: 7, strength: 42 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for FighterIII; count: 13, strength: 78 totals for SpireTractorPlatformII; count: 1, strength: 76.8 totals for AIGuardianVampire; count: 1, strength: 96 totals for FighterII; count: 10, strength: 40 totals for EyeBotII; count: 5, strength: 40 == grand totals; count: 73, strength: 638.25 7/28/2014 10:44:48 AM (7.047) 6:14:42 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -12.22 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 216 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 92.18 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 FighterIV @ 8 each = 16 2 CruiserIV @ 8 each = 16 1 InfiltratorIV @ 4.8 each = 4.8 2 ZenithChameleonIV @ 8 each = 16 5 BomberIV @ 8 each = 40 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.98 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 55.21 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipV, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipV, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship ** Picked 1 DreadnoughtIV @ 384 each = 384 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -328.79 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -4.15 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 90 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.95 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 3 FighterIV @ 8 each = 24 6 BomberIV @ 8 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -114.01 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -4.76 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 66 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.56 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 12 VorticularCutlassIII @ 3.27 each = 39.27 4 Cruiser @ 6 each = 24 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.71 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 2.06 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianWarpGateII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -189.94 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.29 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 181 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.81 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 9 FighterIII @ 6 each = 54 4 VorticularCutlassIII @ 3.27 each = 13.09 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.28 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -53.75 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -1.04 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 143 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.06 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 4 EyeBotIII @ 12 each = 48 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.73 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -4.48 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -24.7 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 82 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 48.4 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 FighterIII @ 6 each = 6 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -39.88 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 14, strength: 481.16 totals for planet 98 (Nomad 2); count: 9, strength: 72 totals for planet 70 (Lauoritin); count: 19, strength: 267.27 totals for planet 12 (Shoergeo); count: 14, strength: 73.09 totals for planet 38 (Rewboom); count: 5, strength: 76.8 totals for planet 80 (Viuh); count: 3, strength: 63.6 totals for FighterIV; count: 5, strength: 40 totals for CruiserIV; count: 2, strength: 16 totals for InfiltratorIV; count: 1, strength: 4.8 totals for ZenithChameleonIV; count: 2, strength: 16 totals for BomberIV; count: 11, strength: 88 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for DreadnoughtIV; count: 1, strength: 384 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 12, strength: 72 totals for AIGuardianWarpGateII; count: 1, strength: 192 totals for EyeBotIII; count: 4, strength: 48 totals for SpireMiniRamIII; count: 3, strength: 86.4 == grand totals; count: 64, strength: 1033.92 7/28/2014 10:44:48 AM (7.047) 6:14:42 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -12.22 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 216 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 92.18 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 FighterIV @ 8 each = 16 2 CruiserIV @ 8 each = 16 1 InfiltratorIV @ 4.8 each = 4.8 2 ZenithChameleonIV @ 8 each = 16 5 BomberIV @ 8 each = 40 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.98 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 55.21 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipV, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipV, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship ** Picked 1 DreadnoughtIV @ 384 each = 384 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -328.79 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -4.15 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 90 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.95 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 3 FighterIV @ 8 each = 24 6 BomberIV @ 8 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -114.01 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -4.76 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 66 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.56 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 12 VorticularCutlassIII @ 3.27 each = 39.27 4 Cruiser @ 6 each = 24 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.71 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 2.06 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 6 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianWarpGateII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -189.94 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.29 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 181 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.81 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 9 FighterIII @ 6 each = 54 4 VorticularCutlassIII @ 3.27 each = 13.09 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.28 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -53.75 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -1.04 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 143 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.06 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 4 EyeBotIII @ 12 each = 48 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.73 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -4.48 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -24.7 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 82 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 48.4 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 FighterIII @ 6 each = 6 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -39.88 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 14, strength: 481.16 totals for planet 98 (Nomad 2); count: 9, strength: 72 totals for planet 70 (Lauoritin); count: 19, strength: 267.27 totals for planet 12 (Shoergeo); count: 14, strength: 73.09 totals for planet 38 (Rewboom); count: 5, strength: 76.8 totals for planet 80 (Viuh); count: 3, strength: 63.6 totals for FighterIV; count: 5, strength: 40 totals for CruiserIV; count: 2, strength: 16 totals for InfiltratorIV; count: 1, strength: 4.8 totals for ZenithChameleonIV; count: 2, strength: 16 totals for BomberIV; count: 11, strength: 88 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for DreadnoughtIV; count: 1, strength: 384 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 12, strength: 72 totals for AIGuardianWarpGateII; count: 1, strength: 192 totals for EyeBotIII; count: 4, strength: 48 totals for SpireMiniRamIII; count: 3, strength: 86.4 == grand totals; count: 64, strength: 1033.92 7/28/2014 11:01:49 AM (7.047) 6:18:42 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -4.98 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 256 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 111.03 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 2 SpireTeleportingLeechIV @ 16 each = 32 3 ParasiteIV @ 16 each = 48 1 SentinelFrigateIV @ 40.42 each = 40.42 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -250.84 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -3.05 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 81 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 78.18 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 2 FighterIV @ 8 each = 16 2 VorticularCutlassIV @ 4.36 each = 8.73 7 BomberIV @ 8 each = 56 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.55 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -59.44 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.71 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 28 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 85.32 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 8 Cruiser @ 6 each = 48 10 VorticularCutlassIII @ 3.27 each = 32.72 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -131.47 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -4.73 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 77 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 76.5 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 6 EyeBotIII @ 12 each = 72 4 VorticularCutlassIII @ 3.27 each = 13.09 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.59 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 50.1 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -141.9 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -5.48 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 61 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.75 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, MicroFighterII, MicroFighterII, MicroFighterII, SpireGravityDrainII ** Picked 14 SpiderII @ 4 each = 56 5 MicroFighterII @ 2.67 each = 13.33 1 SpireGravityDrainII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.58 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -4.1 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -2.83 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 47 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.61 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 2 TackleDroneLauncherII @ 72 each = 144 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -71.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 50.51 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 DevastatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -45.49 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 6, strength: 120.42 totals for planet 98 (Nomad 2); count: 11, strength: 80.73 totals for planet 70 (Lauoritin); count: 19, strength: 86.72 totals for planet 38 (Rewboom); count: 11, strength: 277.09 totals for planet 7 (Murdoch); count: 20, strength: 77.33 totals for planet 33 (Mizing); count: 3, strength: 240 totals for SpireTeleportingLeechIV; count: 2, strength: 32 totals for ParasiteIV; count: 3, strength: 48 totals for SentinelFrigateIV; count: 1, strength: 40.42 totals for FighterIV; count: 2, strength: 16 totals for VorticularCutlassIV; count: 2, strength: 8.73 totals for BomberIV; count: 7, strength: 56 totals for Cruiser; count: 8, strength: 48 totals for VorticularCutlassIII; count: 14, strength: 45.81 totals for FighterIII; count: 1, strength: 6 totals for EyeBotIII; count: 6, strength: 72 totals for AIGuardianVampireII; count: 1, strength: 192 totals for SpiderII; count: 14, strength: 56 totals for MicroFighterII; count: 5, strength: 13.33 totals for SpireGravityDrainII; count: 1, strength: 8 totals for TackleDroneLauncherII; count: 2, strength: 144 totals for DevastatorGuardian; count: 1, strength: 96 == grand totals; count: 70, strength: 882.29 7/28/2014 11:01:49 AM (7.047) 6:18:42 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -4.98 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 256 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 111.03 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 2 SpireTeleportingLeechIV @ 16 each = 32 3 ParasiteIV @ 16 each = 48 1 SentinelFrigateIV @ 40.42 each = 40.42 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -250.84 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -3.05 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 81 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 78.18 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 2 FighterIV @ 8 each = 16 2 VorticularCutlassIV @ 4.36 each = 8.73 7 BomberIV @ 8 each = 56 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.55 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -59.44 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.71 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 28 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 87.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 85.32 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 8 Cruiser @ 6 each = 48 10 VorticularCutlassIII @ 3.27 each = 32.72 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 87.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 58.47 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -131.47 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -4.73 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 77 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 76.5 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 6 EyeBotIII @ 12 each = 72 4 VorticularCutlassIII @ 3.27 each = 13.09 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.59 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 50.1 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -141.9 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -5.48 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 61 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.75 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, MicroFighterII, MicroFighterII, MicroFighterII, SpireGravityDrainII ** Picked 14 SpiderII @ 4 each = 56 5 MicroFighterII @ 2.67 each = 13.33 1 SpireGravityDrainII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.58 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -4.1 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -2.83 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 47 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.61 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 2 TackleDroneLauncherII @ 72 each = 144 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -71.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 50.51 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 DevastatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -45.49 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 6, strength: 120.42 totals for planet 98 (Nomad 2); count: 11, strength: 80.73 totals for planet 70 (Lauoritin); count: 19, strength: 86.72 totals for planet 38 (Rewboom); count: 11, strength: 277.09 totals for planet 7 (Murdoch); count: 20, strength: 77.33 totals for planet 33 (Mizing); count: 3, strength: 240 totals for SpireTeleportingLeechIV; count: 2, strength: 32 totals for ParasiteIV; count: 3, strength: 48 totals for SentinelFrigateIV; count: 1, strength: 40.42 totals for FighterIV; count: 2, strength: 16 totals for VorticularCutlassIV; count: 2, strength: 8.73 totals for BomberIV; count: 7, strength: 56 totals for Cruiser; count: 8, strength: 48 totals for VorticularCutlassIII; count: 14, strength: 45.81 totals for FighterIII; count: 1, strength: 6 totals for EyeBotIII; count: 6, strength: 72 totals for AIGuardianVampireII; count: 1, strength: 192 totals for SpiderII; count: 14, strength: 56 totals for MicroFighterII; count: 5, strength: 13.33 totals for SpireGravityDrainII; count: 1, strength: 8 totals for TackleDroneLauncherII; count: 2, strength: 144 totals for DevastatorGuardian; count: 1, strength: 96 == grand totals; count: 70, strength: 882.29 7/28/2014 11:02:02 AM (7.047) 6:18:55 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -9.39 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 259 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 95 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 SpireMiniRamIV @ 38.4 each = 76.8 1 InfiltratorIV @ 4.8 each = 4.8 1 CruiserIV @ 8 each = 8 1 VorticularCutlassIV @ 4.36 each = 4.36 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.96 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -180.7 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -2.55 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 90 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.55 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 9 BomberIV @ 8 each = 72 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -10.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.41 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 76.91 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 11 VorticularCutlassIII @ 3.27 each = 36 5 Cruiser @ 6 each = 30 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -78.85 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -1.58 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 81 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.52 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 1 InfiltratorII @ 2.4 each = 2.4 2 VorticularCutlassII @ 2.18 each = 4.36 2 MissileShipII @ 4 each = 8 1 ZenithBeamFrigateII @ 8 each = 8 1 BomberII @ 4 each = 4 2 SpireMiniRamII @ 19.2 each = 38.4 1 ZenithChameleonII @ 4 each = 4 1 FighterII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.64 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 45.02 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -50.98 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -8.59 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 88 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 64.51 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 6 EyeBotIII @ 12 each = 72 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.76 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -92.79 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.28 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 184 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.82 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 11 FighterIII @ 6 each = 66 2 VorticularCutlassIII @ 3.27 each = 6.54 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.73 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -4.63 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 6, strength: 109.96 totals for planet 98 (Nomad 2); count: 10, strength: 76.36 totals for planet 70 (Lauoritin); count: 18, strength: 78 totals for planet 7 (Murdoch); count: 12, strength: 169.16 totals for planet 38 (Rewboom); count: 7, strength: 75.27 totals for planet 12 (Shoergeo); count: 13, strength: 72.54 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for InfiltratorIV; count: 1, strength: 4.8 totals for CruiserIV; count: 1, strength: 8 totals for VorticularCutlassIV; count: 2, strength: 8.73 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for BomberIV; count: 9, strength: 72 totals for VorticularCutlassIII; count: 14, strength: 45.81 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 13, strength: 78 totals for InfiltratorII; count: 1, strength: 2.4 totals for VorticularCutlassII; count: 2, strength: 4.36 totals for MissileShipII; count: 2, strength: 8 totals for ZenithBeamFrigateII; count: 1, strength: 8 totals for BomberII; count: 1, strength: 4 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for ZenithChameleonII; count: 1, strength: 4 totals for FighterII; count: 1, strength: 4 totals for AIGuardianWarpGate; count: 1, strength: 96 totals for EyeBotIII; count: 6, strength: 72 == grand totals; count: 66, strength: 581.3 7/28/2014 11:02:02 AM (7.047) 6:18:55 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 70 (Lauoritin) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -9.39 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 259 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 95 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 SpireMiniRamIV @ 38.4 each = 76.8 1 InfiltratorIV @ 4.8 each = 4.8 1 CruiserIV @ 8 each = 8 1 VorticularCutlassIV @ 4.36 each = 4.36 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.96 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -180.7 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -2.55 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 90 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.55 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 9 BomberIV @ 8 each = 72 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -10.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.41 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 6 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 6 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 600 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.5 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 78.32 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 76.91 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 11 VorticularCutlassIII @ 3.27 each = 36 5 Cruiser @ 6 each = 30 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 78.32 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 52.62 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -78.85 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -1.58 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 81 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.52 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII ** Picked 1 InfiltratorII @ 2.4 each = 2.4 2 VorticularCutlassII @ 2.18 each = 4.36 2 MissileShipII @ 4 each = 8 1 ZenithBeamFrigateII @ 8 each = 8 1 BomberII @ 4 each = 4 2 SpireMiniRamII @ 19.2 each = 38.4 1 ZenithChameleonII @ 4 each = 4 1 FighterII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.64 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 45.02 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -50.98 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -8.59 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 88 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 64.51 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 6 EyeBotIII @ 12 each = 72 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.76 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -92.79 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.28 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 184 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.82 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 11 FighterIII @ 6 each = 66 2 VorticularCutlassIII @ 3.27 each = 6.54 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.73 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -4.63 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 6, strength: 109.96 totals for planet 98 (Nomad 2); count: 10, strength: 76.36 totals for planet 70 (Lauoritin); count: 18, strength: 78 totals for planet 7 (Murdoch); count: 12, strength: 169.16 totals for planet 38 (Rewboom); count: 7, strength: 75.27 totals for planet 12 (Shoergeo); count: 13, strength: 72.54 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for InfiltratorIV; count: 1, strength: 4.8 totals for CruiserIV; count: 1, strength: 8 totals for VorticularCutlassIV; count: 2, strength: 8.73 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for BomberIV; count: 9, strength: 72 totals for VorticularCutlassIII; count: 14, strength: 45.81 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 13, strength: 78 totals for InfiltratorII; count: 1, strength: 2.4 totals for VorticularCutlassII; count: 2, strength: 4.36 totals for MissileShipII; count: 2, strength: 8 totals for ZenithBeamFrigateII; count: 1, strength: 8 totals for BomberII; count: 1, strength: 4 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for ZenithChameleonII; count: 1, strength: 4 totals for FighterII; count: 1, strength: 4 totals for AIGuardianWarpGate; count: 1, strength: 96 totals for EyeBotIII; count: 6, strength: 72 == grand totals; count: 66, strength: 581.3 7/28/2014 2:01:45 PM (7.047) 6:22:54 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 95 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 68 (Gincha) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (43 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.09 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 74.35 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 12 VorticularCutlassIII @ 3.27 each = 39.27 5 Cruiser @ 6 each = 30 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.92 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -28.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 116.01 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 2 BomberIV @ 8 each = 16 11 InfiltratorIV @ 4.8 each = 52.79 3 EyeBotIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.78 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 77.94 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpireImplosionIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -210.06 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -14.96 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 101.05 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 5 ParasiteIV @ 16 each = 80 2 SpireTeleportingLeechIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.95 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -102.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -26.56 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 48.88 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireGravityDrainIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV ** Picked 1 NeinzulScapegoatIV @ 4 each = 4 1 SpireBladeSpawnerIV @ 230.4 each = 230.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -185.52 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -100.37 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -15.2 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 110 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.04 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 3 FighterIII @ 6 each = 18 1 InfiltratorIII @ 3.6 each = 3.6 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.16 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 14.7 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 2 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianEMPII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -177.3 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -0.9 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 35 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 80.33 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 4 EyeBotII @ 8 each = 32 13 FighterII @ 4 each = 52 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 8.05 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -87.95 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 18, strength: 75.27 totals for planet 69 (Versekwig); count: 17, strength: 404.79 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 97 (Nomad 1); count: 2, strength: 234.4 totals for planet 80 (Viuh); count: 7, strength: 271.2 totals for planet 32 (Quisaro); count: 18, strength: 180 totals for VorticularCutlassIII; count: 12, strength: 39.27 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 4, strength: 24 totals for BomberIV; count: 2, strength: 16 totals for InfiltratorIV; count: 11, strength: 52.79 totals for EyeBotIV; count: 3, strength: 48 totals for AIGuardianSpireImplosionIII; count: 1, strength: 288 totals for ParasiteIV; count: 5, strength: 80 totals for SpireTeleportingLeechIV; count: 2, strength: 32 totals for NeinzulScapegoatIV; count: 1, strength: 4 totals for SpireBladeSpawnerIV; count: 1, strength: 230.4 totals for InfiltratorIII; count: 1, strength: 3.6 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for AIGuardianEMPII; count: 1, strength: 192 totals for EyeBotII; count: 4, strength: 32 totals for FighterII; count: 13, strength: 52 totals for AIGuardianSpireImplosion; count: 1, strength: 96 == grand totals; count: 69, strength: 1277.65 7/28/2014 2:01:45 PM (7.047) 6:22:54 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 95 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 68 (Gincha) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (43 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.09 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 74.35 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 12 VorticularCutlassIII @ 3.27 each = 39.27 5 Cruiser @ 6 each = 30 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.92 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -28.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 116.01 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 2 BomberIV @ 8 each = 16 11 InfiltratorIV @ 4.8 each = 52.79 3 EyeBotIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.78 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 77.94 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpireImplosionIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -210.06 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -14.96 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 101.05 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 5 ParasiteIV @ 16 each = 80 2 SpireTeleportingLeechIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.95 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -102.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -26.56 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 48.88 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireGravityDrainIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV ** Picked 1 NeinzulScapegoatIV @ 4 each = 4 1 SpireBladeSpawnerIV @ 230.4 each = 230.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -185.52 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -100.37 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -15.2 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 110 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.04 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 3 FighterIII @ 6 each = 18 1 InfiltratorIII @ 3.6 each = 3.6 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.16 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 14.7 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 2 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianEMPII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -177.3 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -0.9 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 35 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 80.33 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 4 EyeBotII @ 8 each = 32 13 FighterII @ 4 each = 52 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 8.05 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -87.95 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 18, strength: 75.27 totals for planet 69 (Versekwig); count: 17, strength: 404.79 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 97 (Nomad 1); count: 2, strength: 234.4 totals for planet 80 (Viuh); count: 7, strength: 271.2 totals for planet 32 (Quisaro); count: 18, strength: 180 totals for VorticularCutlassIII; count: 12, strength: 39.27 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 4, strength: 24 totals for BomberIV; count: 2, strength: 16 totals for InfiltratorIV; count: 11, strength: 52.79 totals for EyeBotIV; count: 3, strength: 48 totals for AIGuardianSpireImplosionIII; count: 1, strength: 288 totals for ParasiteIV; count: 5, strength: 80 totals for SpireTeleportingLeechIV; count: 2, strength: 32 totals for NeinzulScapegoatIV; count: 1, strength: 4 totals for SpireBladeSpawnerIV; count: 1, strength: 230.4 totals for InfiltratorIII; count: 1, strength: 3.6 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for AIGuardianEMPII; count: 1, strength: 192 totals for EyeBotII; count: 4, strength: 32 totals for FighterII; count: 13, strength: 52 totals for AIGuardianSpireImplosion; count: 1, strength: 96 == grand totals; count: 69, strength: 1277.65 7/28/2014 2:01:58 PM (7.047) 6:23:07 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 108 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 12 (Shoergeo) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 68 (Gincha) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (43 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.92 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 36 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.96 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 14 VorticularCutlassIII @ 3.27 each = 45.81 3 Cruiser @ 6 each = 18 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.85 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 17.44 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianArtilleryII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -174.56 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -10.95 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 123 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 93.45 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 VorticularCutlassIV @ 4.36 each = 4.36 1 SpireMiniRamIV @ 38.4 each = 38.4 1 ZenithBeamFrigateIV @ 16 each = 16 1 BomberIV @ 8 each = 8 1 ZenithChameleonIV @ 8 each = 8 2 EyeBotIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.31 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -32.62 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -0.78 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 222 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 103.62 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 9 InfiltratorIV @ 4.8 each = 43.19 6 BomberIV @ 8 each = 48 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.57 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -139.92 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -185.52 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 77 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -117.64 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -117.64 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -54.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -2.73 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 70 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.38 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked 3 InfiltratorIII @ 3.6 each = 10.8 1 ZenithBeamFrigateIII @ 12 each = 12 2 ZenithChameleonIII @ 6 each = 12 1 SpireMiniRamIII @ 28.8 each = 28.8 2 VorticularCutlassIII @ 3.27 each = 6.54 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.77 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 44.48 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 SpireStarshipII @ 384 each = 384 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -339.52 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Enangorvold (#85) planet.CurrentFleetshipReinforcementBalance = -4.44 Reinforcement focus types: Fighter,Eye_Bot,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 77 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.67 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, MissileShipII, EyeBotII, EyeBotII, EyeBotII ** Picked 14 FighterII @ 4 each = 56 2 EyeBotII @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -80.62 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 19, strength: 261.81 totals for planet 46 (Durbuzing); count: 7, strength: 106.76 totals for planet 69 (Versekwig); count: 16, strength: 107.19 totals for planet 12 (Shoergeo); count: 11, strength: 460.14 totals for planet 85 (Enangorvold); count: 16, strength: 72 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 3, strength: 18 totals for FighterIII; count: 2, strength: 12 totals for AIGuardianArtilleryII; count: 1, strength: 192 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for BomberIV; count: 7, strength: 56 totals for ZenithChameleonIV; count: 1, strength: 8 totals for EyeBotIV; count: 3, strength: 48 totals for InfiltratorIV; count: 9, strength: 43.19 totals for InfiltratorIII; count: 3, strength: 10.8 totals for ZenithBeamFrigateIII; count: 1, strength: 12 totals for ZenithChameleonIII; count: 2, strength: 12 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for SpireStarshipII; count: 1, strength: 384 totals for FighterII; count: 14, strength: 56 totals for EyeBotII; count: 2, strength: 16 == grand totals; count: 69, strength: 1007.91 7/28/2014 2:01:58 PM (7.047) 6:23:07 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 108 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 12 (Shoergeo) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 68 (Gincha) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (43 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.92 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 36 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.96 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 14 VorticularCutlassIII @ 3.27 each = 45.81 3 Cruiser @ 6 each = 18 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.85 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 17.44 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianArtilleryII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -174.56 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -10.95 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 123 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 93.45 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 VorticularCutlassIV @ 4.36 each = 4.36 1 SpireMiniRamIV @ 38.4 each = 38.4 1 ZenithBeamFrigateIV @ 16 each = 16 1 BomberIV @ 8 each = 8 1 ZenithChameleonIV @ 8 each = 8 2 EyeBotIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.31 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -32.62 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -0.78 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 222 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 103.62 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 9 InfiltratorIV @ 4.8 each = 43.19 6 BomberIV @ 8 each = 48 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.57 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -139.92 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -185.52 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 77 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -117.64 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -117.64 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -54.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -2.73 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 70 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.38 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked 3 InfiltratorIII @ 3.6 each = 10.8 1 ZenithBeamFrigateIII @ 12 each = 12 2 ZenithChameleonIII @ 6 each = 12 1 SpireMiniRamIII @ 28.8 each = 28.8 2 VorticularCutlassIII @ 3.27 each = 6.54 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.77 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 44.48 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 SpireStarshipII @ 384 each = 384 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -339.52 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Enangorvold (#85) planet.CurrentFleetshipReinforcementBalance = -4.44 Reinforcement focus types: Fighter,Eye_Bot,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 77 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.67 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, MissileShipII, EyeBotII, EyeBotII, EyeBotII ** Picked 14 FighterII @ 4 each = 56 2 EyeBotII @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -80.62 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 19, strength: 261.81 totals for planet 46 (Durbuzing); count: 7, strength: 106.76 totals for planet 69 (Versekwig); count: 16, strength: 107.19 totals for planet 12 (Shoergeo); count: 11, strength: 460.14 totals for planet 85 (Enangorvold); count: 16, strength: 72 totals for VorticularCutlassIII; count: 16, strength: 52.36 totals for Cruiser; count: 3, strength: 18 totals for FighterIII; count: 2, strength: 12 totals for AIGuardianArtilleryII; count: 1, strength: 192 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for BomberIV; count: 7, strength: 56 totals for ZenithChameleonIV; count: 1, strength: 8 totals for EyeBotIV; count: 3, strength: 48 totals for InfiltratorIV; count: 9, strength: 43.19 totals for InfiltratorIII; count: 3, strength: 10.8 totals for ZenithBeamFrigateIII; count: 1, strength: 12 totals for ZenithChameleonIII; count: 2, strength: 12 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for SpireStarshipII; count: 1, strength: 384 totals for FighterII; count: 14, strength: 56 totals for EyeBotII; count: 2, strength: 16 == grand totals; count: 69, strength: 1007.91 7/28/2014 2:10:43 PM (7.047) 6:27:08 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -13.31 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 102.7 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 4 SpireTeleportingLeechIV @ 16 each = 64 1 SentinelFrigateIV @ 40.42 each = 40.42 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.72 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 45.33 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -242.67 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -117.64 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -42.2 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireGravityDrainIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -42.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -4.07 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -71.39 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 139 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 4.05 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -67.95 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 5.19 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -90.81 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -5.77 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 69 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.47 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 7 VorticularCutlassIII @ 3.27 each = 22.91 8 FighterIII @ 6 each = 48 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -284.95 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -10.76 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 88 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.47 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 4 EyeBotIII @ 12 each = 48 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -38.21 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -3.67 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 35 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 77.57 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 10 FighterII @ 4 each = 40 3 EyeBotII @ 8 each = 24 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -33.38 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 6, strength: 392.42 totals for planet 33 (Mizing); count: 2, strength: 168 totals for planet 12 (Shoergeo); count: 16, strength: 76.91 totals for planet 38 (Rewboom); count: 5, strength: 76.8 totals for planet 32 (Quisaro); count: 14, strength: 83.2 totals for SpireTeleportingLeechIV; count: 4, strength: 64 totals for SentinelFrigateIV; count: 1, strength: 40.42 totals for AIGuardianSpiderIII; count: 1, strength: 288 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for AIGuardianVampire; count: 1, strength: 96 totals for VorticularCutlassIII; count: 7, strength: 22.91 totals for FighterIII; count: 8, strength: 48 totals for Cruiser; count: 1, strength: 6 totals for EyeBotIII; count: 4, strength: 48 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterII; count: 10, strength: 40 totals for EyeBotII; count: 3, strength: 24 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 43, strength: 797.33 7/28/2014 2:10:43 PM (7.047) 6:27:08 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -13.31 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 102.7 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 4 SpireTeleportingLeechIV @ 16 each = 64 1 SentinelFrigateIV @ 40.42 each = 40.42 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.72 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 45.33 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -242.67 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -117.64 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -42.2 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireGravityDrainIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -42.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -4.07 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -71.39 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 139 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 4.05 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -67.95 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 5.19 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -90.81 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -5.77 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 69 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.47 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 7 VorticularCutlassIII @ 3.27 each = 22.91 8 FighterIII @ 6 each = 48 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -284.95 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -10.76 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 88 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.47 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 4 EyeBotIII @ 12 each = 48 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -38.21 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -3.67 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 35 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 77.57 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 10 FighterII @ 4 each = 40 3 EyeBotII @ 8 each = 24 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -33.38 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 6, strength: 392.42 totals for planet 33 (Mizing); count: 2, strength: 168 totals for planet 12 (Shoergeo); count: 16, strength: 76.91 totals for planet 38 (Rewboom); count: 5, strength: 76.8 totals for planet 32 (Quisaro); count: 14, strength: 83.2 totals for SpireTeleportingLeechIV; count: 4, strength: 64 totals for SentinelFrigateIV; count: 1, strength: 40.42 totals for AIGuardianSpiderIII; count: 1, strength: 288 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for AIGuardianVampire; count: 1, strength: 96 totals for VorticularCutlassIII; count: 7, strength: 22.91 totals for FighterIII; count: 8, strength: 48 totals for Cruiser; count: 1, strength: 6 totals for EyeBotIII; count: 4, strength: 48 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterII; count: 10, strength: 40 totals for EyeBotII; count: 3, strength: 24 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 43, strength: 797.33 7/28/2014 2:10:55 PM (7.047) 6:27:20 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -1.72 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 120 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 102.67 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 CruiserIV @ 8 each = 16 1 ZenithChameleonIV @ 8 each = 8 2 EyeBotIV @ 16 each = 32 1 VorticularCutlassIV @ 4.36 each = 4.36 1 FighterIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -172.53 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -42.2 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.68 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.71 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 41.54 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianSniperIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -246.46 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -13.16 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 110 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 59.94 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked 2 ZenithChameleonIII @ 6 each = 12 1 FighterIII @ 6 each = 6 2 SpireMiniRamIII @ 28.8 each = 57.6 1 ZenithBeamFrigateIII @ 12 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -27.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -128.19 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -68.22 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 62.67 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -5.55 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.55 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 62.67 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 42.1 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -17.65 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -6.33 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 93 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.77 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 1 EyeBotIII @ 12 each = 12 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 10.9 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianWarpGateII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -181.1 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.44 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.66 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 4 VorticularCutlassIII @ 3.27 each = 13.09 10 FighterIII @ 6 each = 60 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.43 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -235.83 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 8, strength: 106.76 totals for planet 97 (Nomad 1); count: 2, strength: 326.4 totals for planet 80 (Viuh); count: 6, strength: 87.6 totals for planet 38 (Rewboom); count: 4, strength: 261.6 totals for planet 12 (Shoergeo); count: 14, strength: 73.09 totals for CruiserIV; count: 2, strength: 16 totals for ZenithChameleonIV; count: 1, strength: 8 totals for EyeBotIV; count: 2, strength: 32 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for FighterIV; count: 1, strength: 8 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for AIGuardianSniperIII; count: 1, strength: 288 totals for ZenithChameleonIII; count: 2, strength: 12 totals for FighterIII; count: 11, strength: 66 totals for SpireMiniRamIII; count: 4, strength: 115.2 totals for ZenithBeamFrigateIII; count: 1, strength: 12 totals for EyeBotIII; count: 1, strength: 12 totals for AIGuardianWarpGateII; count: 1, strength: 192 totals for VorticularCutlassIII; count: 4, strength: 13.09 == grand totals; count: 34, strength: 855.45 7/28/2014 2:10:55 PM (7.047) 6:27:20 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -1.72 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 120 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 102.67 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 CruiserIV @ 8 each = 16 1 ZenithChameleonIV @ 8 each = 8 2 EyeBotIV @ 16 each = 32 1 VorticularCutlassIV @ 4.36 each = 4.36 1 FighterIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -172.53 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -42.2 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.68 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.71 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 41.54 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianSniperIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -246.46 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -13.16 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 110 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 59.94 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked 2 ZenithChameleonIII @ 6 each = 12 1 FighterIII @ 6 each = 6 2 SpireMiniRamIII @ 28.8 each = 57.6 1 ZenithBeamFrigateIII @ 12 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -27.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -128.19 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = -68.22 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 21 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 62.67 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -5.55 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.55 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 62.67 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 42.1 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -17.65 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -6.33 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 93 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.77 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 1 EyeBotIII @ 12 each = 12 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 10.9 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperII, AIGuardianArtilleryII, AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianWarpGateII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -181.1 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.44 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.66 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 4 VorticularCutlassIII @ 3.27 each = 13.09 10 FighterIII @ 6 each = 60 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.43 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -235.83 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 46 (Durbuzing); count: 8, strength: 106.76 totals for planet 97 (Nomad 1); count: 2, strength: 326.4 totals for planet 80 (Viuh); count: 6, strength: 87.6 totals for planet 38 (Rewboom); count: 4, strength: 261.6 totals for planet 12 (Shoergeo); count: 14, strength: 73.09 totals for CruiserIV; count: 2, strength: 16 totals for ZenithChameleonIV; count: 1, strength: 8 totals for EyeBotIV; count: 2, strength: 32 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for FighterIV; count: 1, strength: 8 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for AIGuardianSniperIII; count: 1, strength: 288 totals for ZenithChameleonIII; count: 2, strength: 12 totals for FighterIII; count: 11, strength: 66 totals for SpireMiniRamIII; count: 4, strength: 115.2 totals for ZenithBeamFrigateIII; count: 1, strength: 12 totals for EyeBotIII; count: 1, strength: 12 totals for AIGuardianWarpGateII; count: 1, strength: 192 totals for VorticularCutlassIII; count: 4, strength: 13.09 == grand totals; count: 34, strength: 855.45 7/28/2014 2:23:24 PM (7.047) 6:31:21 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.85 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 14 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 116.09 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 116.09 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.09 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 113.24 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 Cruiser @ 6 each = 30 19 VorticularCutlassIII @ 3.27 each = 62.18 4 FighterIII @ 6 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.94 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 78 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -96.56 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -4.09 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 111.92 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 3 SpireTeleportingLeechIV @ 16 each = 48 3 ParasiteIV @ 16 each = 48 1 SentinelFrigateIV @ 40.42 each = 40.42 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -24.5 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -94.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -12.71 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 62.72 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireGravityDrainIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV ** Picked 5 NeinzulScapegoatIV @ 4 each = 20 1 SpireBladeSpawnerIV @ 230.4 each = 230.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -187.68 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -195.78 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.43 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 69 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.8 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 10 FighterIII @ 6 each = 60 1 Cruiser @ 6 each = 6 6 VorticularCutlassIII @ 3.27 each = 19.63 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -181.26 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -27.66 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 110 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 53.57 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.02 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -73.61 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 28, strength: 116.18 totals for planet 46 (Durbuzing); count: 7, strength: 136.42 totals for planet 97 (Nomad 1); count: 6, strength: 250.4 totals for planet 12 (Shoergeo); count: 17, strength: 85.63 totals for planet 80 (Viuh); count: 2, strength: 57.6 totals for Cruiser; count: 6, strength: 36 totals for VorticularCutlassIII; count: 25, strength: 81.81 totals for FighterIII; count: 14, strength: 84 totals for SpireTeleportingLeechIV; count: 3, strength: 48 totals for ParasiteIV; count: 3, strength: 48 totals for SentinelFrigateIV; count: 1, strength: 40.42 totals for NeinzulScapegoatIV; count: 5, strength: 20 totals for SpireBladeSpawnerIV; count: 1, strength: 230.4 totals for SpireMiniRamIII; count: 2, strength: 57.6 == grand totals; count: 60, strength: 646.23 7/28/2014 2:23:24 PM (7.047) 6:31:21 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.85 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 14 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 116.09 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 116.09 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.09 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 113.24 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 Cruiser @ 6 each = 30 19 VorticularCutlassIII @ 3.27 each = 62.18 4 FighterIII @ 6 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.94 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 78 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -96.56 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -4.09 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 111.92 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 3 SpireTeleportingLeechIV @ 16 each = 48 3 ParasiteIV @ 16 each = 48 1 SentinelFrigateIV @ 40.42 each = 40.42 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -24.5 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -94.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -12.71 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 62.72 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireGravityDrainIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV ** Picked 5 NeinzulScapegoatIV @ 4 each = 20 1 SpireBladeSpawnerIV @ 230.4 each = 230.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -187.68 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -195.78 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.43 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 69 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.8 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 10 FighterIII @ 6 each = 60 1 Cruiser @ 6 each = 6 6 VorticularCutlassIII @ 3.27 each = 19.63 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -181.26 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -27.66 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 110 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 53.57 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.02 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -73.61 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 28, strength: 116.18 totals for planet 46 (Durbuzing); count: 7, strength: 136.42 totals for planet 97 (Nomad 1); count: 6, strength: 250.4 totals for planet 12 (Shoergeo); count: 17, strength: 85.63 totals for planet 80 (Viuh); count: 2, strength: 57.6 totals for Cruiser; count: 6, strength: 36 totals for VorticularCutlassIII; count: 25, strength: 81.81 totals for FighterIII; count: 14, strength: 84 totals for SpireTeleportingLeechIV; count: 3, strength: 48 totals for ParasiteIV; count: 3, strength: 48 totals for SentinelFrigateIV; count: 1, strength: 40.42 totals for NeinzulScapegoatIV; count: 5, strength: 20 totals for SpireBladeSpawnerIV; count: 1, strength: 230.4 totals for SpireMiniRamIII; count: 2, strength: 57.6 == grand totals; count: 60, strength: 646.23 7/28/2014 2:23:35 PM (7.047) 6:31:32 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.94 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 42 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 104.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 104.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.47 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 101.54 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 22 VorticularCutlassIII @ 3.27 each = 71.99 4 Cruiser @ 6 each = 24 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.46 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.19 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -26.37 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -24.5 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 122 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.89 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 VorticularCutlassIV @ 4.36 each = 4.36 2 ZenithChameleonIV @ 8 each = 16 1 EyeBotIV @ 16 each = 16 1 BomberIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 1 InfiltratorIV @ 4.8 each = 4.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -24.45 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -187.68 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 81 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -119.79 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -119.79 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -150.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -2.83 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 127 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.27 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 4 VorticularCutlassIII @ 3.27 each = 13.09 5 EyeBotIII @ 12 each = 60 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.82 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -131.99 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -4.02 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.08 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked 1 ZenithChameleonIII @ 6 each = 6 1 BomberIII @ 6 each = 6 2 ZenithBeamFrigateIII @ 12 each = 24 1 EyeBotIII @ 12 each = 12 3 InfiltratorIII @ 3.6 each = 10.8 1 Cruiser @ 6 each = 6 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.72 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -24.5 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 27, strength: 101.99 totals for planet 46 (Durbuzing); count: 7, strength: 87.56 totals for planet 38 (Rewboom); count: 9, strength: 73.09 totals for planet 80 (Viuh); count: 10, strength: 70.8 totals for VorticularCutlassIII; count: 26, strength: 85.08 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 2, strength: 12 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for ZenithChameleonIV; count: 2, strength: 16 totals for EyeBotIV; count: 1, strength: 16 totals for BomberIV; count: 1, strength: 8 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for InfiltratorIV; count: 1, strength: 4.8 totals for EyeBotIII; count: 6, strength: 72 totals for ZenithChameleonIII; count: 1, strength: 6 totals for BomberIII; count: 1, strength: 6 totals for ZenithBeamFrigateIII; count: 2, strength: 24 totals for InfiltratorIII; count: 3, strength: 10.8 == grand totals; count: 53, strength: 333.44 7/28/2014 2:23:35 PM (7.047) 6:31:32 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (44 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.94 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 42 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 104.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 104.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.47 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 101.54 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 22 VorticularCutlassIII @ 3.27 each = 71.99 4 Cruiser @ 6 each = 24 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.46 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.19 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -26.37 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -24.5 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 122 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 79.89 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 VorticularCutlassIV @ 4.36 each = 4.36 2 ZenithChameleonIV @ 8 each = 16 1 EyeBotIV @ 16 each = 16 1 BomberIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 1 InfiltratorIV @ 4.8 each = 4.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -24.45 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -187.68 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 81 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -119.79 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -119.79 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -150.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -2.83 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 127 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.27 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 4 VorticularCutlassIII @ 3.27 each = 13.09 5 EyeBotIII @ 12 each = 60 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.82 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -131.99 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -4.02 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.08 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII ** Picked 1 ZenithChameleonIII @ 6 each = 6 1 BomberIII @ 6 each = 6 2 ZenithBeamFrigateIII @ 12 each = 24 1 EyeBotIII @ 12 each = 12 3 InfiltratorIII @ 3.6 each = 10.8 1 Cruiser @ 6 each = 6 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.72 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -24.5 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 27, strength: 101.99 totals for planet 46 (Durbuzing); count: 7, strength: 87.56 totals for planet 38 (Rewboom); count: 9, strength: 73.09 totals for planet 80 (Viuh); count: 10, strength: 70.8 totals for VorticularCutlassIII; count: 26, strength: 85.08 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 2, strength: 12 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for ZenithChameleonIV; count: 2, strength: 16 totals for EyeBotIV; count: 1, strength: 16 totals for BomberIV; count: 1, strength: 8 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for InfiltratorIV; count: 1, strength: 4.8 totals for EyeBotIII; count: 6, strength: 72 totals for ZenithChameleonIII; count: 1, strength: 6 totals for BomberIII; count: 1, strength: 6 totals for ZenithBeamFrigateIII; count: 2, strength: 24 totals for InfiltratorIII; count: 3, strength: 10.8 == grand totals; count: 53, strength: 333.44 7/28/2014 2:30:57 PM (7.047) 6:35:32 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 68 (Gincha) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (43 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.46 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 14 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 116.09 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 116.09 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.09 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.64 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 21 VorticularCutlassIII @ 3.27 each = 68.72 5 Cruiser @ 6 each = 30 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.08 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 78 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 51.63 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianFlakII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -140.37 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -3.57 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 112.44 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 15 InfiltratorIV @ 4.8 each = 71.98 6 BomberIV @ 8 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -61.97 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -7.67 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 108.34 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 6 ParasiteIV @ 16 each = 96 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 53.49 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipV, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipV, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship ** Picked 1 ZinthStarship @ 576 each = 576 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -522.51 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -119.79 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -44.36 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireGravityDrainIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -44.36 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -99.49 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -5.63 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 35 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.6 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 7 FighterII @ 4 each = 28 4 EyeBotII @ 8 each = 32 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 21.2 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 DreadnoughtII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -170.8 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 30, strength: 308.72 totals for planet 69 (Versekwig); count: 21, strength: 119.98 totals for planet 46 (Durbuzing); count: 8, strength: 688 totals for planet 32 (Quisaro); count: 13, strength: 271.2 totals for VorticularCutlassIII; count: 21, strength: 68.72 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 3, strength: 18 totals for AIGuardianFlakII; count: 1, strength: 192 totals for InfiltratorIV; count: 15, strength: 71.98 totals for BomberIV; count: 6, strength: 48 totals for ParasiteIV; count: 6, strength: 96 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for ZinthStarship; count: 1, strength: 576 totals for FighterII; count: 7, strength: 28 totals for EyeBotII; count: 4, strength: 32 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for DreadnoughtII; count: 1, strength: 192 == grand totals; count: 72, strength: 1387.9 7/28/2014 2:30:57 PM (7.047) 6:35:32 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 68 (Gincha) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (43 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.46 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 14 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 116.09 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 116.09 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.09 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.64 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 21 VorticularCutlassIII @ 3.27 each = 68.72 5 Cruiser @ 6 each = 30 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.08 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 78 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 51.63 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianFlakII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -140.37 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -3.57 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 112.44 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 15 InfiltratorIV @ 4.8 each = 71.98 6 BomberIV @ 8 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -61.97 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -7.67 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 108.34 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 6 ParasiteIV @ 16 each = 96 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 53.49 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipV, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipV, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship ** Picked 1 ZinthStarship @ 576 each = 576 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -522.51 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -119.79 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 75.44 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -44.36 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireBladeSpawnerIV, SpireGravityDrainIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV, NeinzulScapegoatIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -44.36 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 75.44 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 50.68 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -99.49 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -5.63 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 35 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 81.23 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 75.6 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 7 FighterII @ 4 each = 28 4 EyeBotII @ 8 each = 32 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 81.23 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 54.58 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 21.2 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 DreadnoughtII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -170.8 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 30, strength: 308.72 totals for planet 69 (Versekwig); count: 21, strength: 119.98 totals for planet 46 (Durbuzing); count: 8, strength: 688 totals for planet 32 (Quisaro); count: 13, strength: 271.2 totals for VorticularCutlassIII; count: 21, strength: 68.72 totals for Cruiser; count: 5, strength: 30 totals for FighterIII; count: 3, strength: 18 totals for AIGuardianFlakII; count: 1, strength: 192 totals for InfiltratorIV; count: 15, strength: 71.98 totals for BomberIV; count: 6, strength: 48 totals for ParasiteIV; count: 6, strength: 96 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for ZinthStarship; count: 1, strength: 576 totals for FighterII; count: 7, strength: 28 totals for EyeBotII; count: 4, strength: 32 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for DreadnoughtII; count: 1, strength: 192 == grand totals; count: 72, strength: 1387.9 7/28/2014 2:31:08 PM (7.047) 6:35:43 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 32 (Quisaro) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 68 (Gincha) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (43 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.08 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 104.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 104.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.47 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 103.39 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 17 VorticularCutlassIII @ 3.27 each = 55.63 4 Cruiser @ 6 each = 24 4 FighterIII @ 6 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.24 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.19 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -70.18 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -7.54 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 226 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 96.85 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 16 InfiltratorIV @ 4.8 each = 76.78 3 BomberIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.93 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 8.17 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianWarpGateIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -279.83 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -3.66 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 125 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 100.74 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 ZenithChameleonIV @ 8 each = 16 2 InfiltratorIV @ 4.8 each = 9.6 1 ZenithBeamFrigateIV @ 16 each = 16 1 FighterIV @ 8 each = 8 2 CruiserIV @ 8 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -452.37 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -44.36 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.53 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 FighterIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -22.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -53.88 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -3.6 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 48 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.5 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 4 EyeBotII @ 8 each = 32 6 FighterII @ 4 each = 24 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -121.69 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 25, strength: 103.63 totals for planet 69 (Versekwig); count: 20, strength: 388.78 totals for planet 46 (Durbuzing); count: 9, strength: 104 totals for planet 97 (Nomad 1); count: 2, strength: 46.4 totals for planet 32 (Quisaro); count: 11, strength: 75.2 totals for VorticularCutlassIII; count: 17, strength: 55.63 totals for Cruiser; count: 4, strength: 24 totals for FighterIII; count: 4, strength: 24 totals for InfiltratorIV; count: 18, strength: 86.38 totals for BomberIV; count: 3, strength: 24 totals for AIGuardianWarpGateIII; count: 1, strength: 288 totals for ZenithChameleonIV; count: 2, strength: 16 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for FighterIV; count: 2, strength: 16 totals for CruiserIV; count: 2, strength: 16 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for EyeBotII; count: 4, strength: 32 totals for FighterII; count: 6, strength: 24 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 67, strength: 718.01 7/28/2014 2:31:08 PM (7.047) 6:35:43 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 32 (Quisaro) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 68 (Gincha) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (43 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.08 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 104.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 104.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.47 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 103.39 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 17 VorticularCutlassIII @ 3.27 each = 55.63 4 Cruiser @ 6 each = 24 4 FighterIII @ 6 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.24 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.19 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -70.18 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -7.54 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 226 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 96.85 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 16 InfiltratorIV @ 4.8 each = 76.78 3 BomberIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.93 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 8.17 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianWarpGateIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -279.83 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -3.66 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 125 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 100.74 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 ZenithChameleonIV @ 8 each = 16 2 InfiltratorIV @ 4.8 each = 9.6 1 ZenithBeamFrigateIV @ 16 each = 16 1 FighterIV @ 8 each = 8 2 CruiserIV @ 8 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -452.37 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -44.36 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.53 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 FighterIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -22.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -53.88 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -3.6 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 48 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 73.1 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 69.5 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 4 EyeBotII @ 8 each = 32 6 FighterII @ 4 each = 24 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 73.1 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 49.11 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -121.69 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 25, strength: 103.63 totals for planet 69 (Versekwig); count: 20, strength: 388.78 totals for planet 46 (Durbuzing); count: 9, strength: 104 totals for planet 97 (Nomad 1); count: 2, strength: 46.4 totals for planet 32 (Quisaro); count: 11, strength: 75.2 totals for VorticularCutlassIII; count: 17, strength: 55.63 totals for Cruiser; count: 4, strength: 24 totals for FighterIII; count: 4, strength: 24 totals for InfiltratorIV; count: 18, strength: 86.38 totals for BomberIV; count: 3, strength: 24 totals for AIGuardianWarpGateIII; count: 1, strength: 288 totals for ZenithChameleonIV; count: 2, strength: 16 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for FighterIV; count: 2, strength: 16 totals for CruiserIV; count: 2, strength: 16 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for EyeBotII; count: 4, strength: 32 totals for FighterII; count: 6, strength: 24 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 67, strength: 718.01 7/28/2014 2:41:41 PM (7.047) 6:39:45 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (42 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.24 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 14 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 116.09 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 116.09 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.09 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.85 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 27 VorticularCutlassIII @ 3.27 each = 88.36 3 Cruiser @ 6 each = 18 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.51 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 78 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 7.82 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpiderII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -184.18 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 16 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 116.09 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 116.09 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.09 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 116.09 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 14 FighterII @ 4 each = 56 2 BomberII @ 4 each = 8 7 EyeBotII @ 8 each = 56 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.91 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 78 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 78 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -18 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -3.26 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 112.75 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 8 ParasiteIV @ 16 each = 128 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.25 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -374.42 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -3.93 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 112.08 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 14 InfiltratorIV @ 4.8 each = 67.18 4 BomberIV @ 8 each = 32 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.1 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -201.89 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 33, strength: 310.36 totals for planet 68 (Gincha); count: 24, strength: 216 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 69 (Versekwig); count: 19, strength: 115.18 totals for VorticularCutlassIII; count: 27, strength: 88.36 totals for Cruiser; count: 3, strength: 18 totals for FighterIII; count: 2, strength: 12 totals for AIGuardianSpiderII; count: 1, strength: 192 totals for FighterII; count: 14, strength: 56 totals for BomberII; count: 2, strength: 8 totals for EyeBotII; count: 7, strength: 56 totals for AIGuardianSpireImplosion; count: 1, strength: 96 totals for ParasiteIV; count: 8, strength: 128 totals for InfiltratorIV; count: 14, strength: 67.18 totals for BomberIV; count: 4, strength: 32 totals for EyeBotIV; count: 1, strength: 16 == grand totals; count: 84, strength: 769.54 7/28/2014 2:41:41 PM (7.047) 6:39:45 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (42 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 58.05 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.24 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 14 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 116.09 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 116.09 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.09 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.85 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 27 VorticularCutlassIII @ 3.27 each = 88.36 3 Cruiser @ 6 each = 18 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.51 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 78 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 7.82 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpiderII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -184.18 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 16 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 116.09 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 116.09 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.09 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 116.09 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 14 FighterII @ 4 each = 56 2 BomberII @ 4 each = 8 7 EyeBotII @ 8 each = 56 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.91 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.09 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 78 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 78 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -18 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -3.26 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 112.75 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 8 ParasiteIV @ 16 each = 128 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.25 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -374.42 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -3.93 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 58.05 reinforcementFleetShipBudget *= multiplierFromPriority = 58.05 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 58.05 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 116.01 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 112.08 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 14 InfiltratorIV @ 4.8 each = 67.18 4 BomberIV @ 8 each = 32 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.1 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 116.01 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 77.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -201.89 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 33, strength: 310.36 totals for planet 68 (Gincha); count: 24, strength: 216 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 69 (Versekwig); count: 19, strength: 115.18 totals for VorticularCutlassIII; count: 27, strength: 88.36 totals for Cruiser; count: 3, strength: 18 totals for FighterIII; count: 2, strength: 12 totals for AIGuardianSpiderII; count: 1, strength: 192 totals for FighterII; count: 14, strength: 56 totals for BomberII; count: 2, strength: 8 totals for EyeBotII; count: 7, strength: 56 totals for AIGuardianSpireImplosion; count: 1, strength: 96 totals for ParasiteIV; count: 8, strength: 128 totals for InfiltratorIV; count: 14, strength: 67.18 totals for BomberIV; count: 4, strength: 32 totals for EyeBotIV; count: 1, strength: 16 == grand totals; count: 84, strength: 769.54 7/28/2014 2:41:51 PM (7.047) 6:39:55 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 68 (Gincha) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (42 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.51 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 47 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 104.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 104.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.47 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 101.97 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 19 VorticularCutlassIII @ 3.27 each = 62.18 6 Cruiser @ 6 each = 36 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.21 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.19 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -113.99 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -15.25 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 126 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 89.15 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 SpireMiniRamIV @ 38.4 each = 38.4 1 VorticularCutlassIV @ 4.36 each = 4.36 2 FighterIV @ 8 each = 16 1 EyeBotIV @ 16 each = 16 2 BomberIV @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -304.28 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -3.1 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 224 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 101.29 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 2 BomberIV @ 8 each = 16 12 InfiltratorIV @ 4.8 each = 57.59 2 EyeBotIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.29 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -131.75 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 195 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 104.4 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked 14 FighterIV @ 8 each = 112 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 70.14 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianRaiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -217.86 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -22.87 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 45.01 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 InfiltratorIV @ 4.8 each = 4.8 1 FighterIV @ 8 each = 8 1 ZenithChameleonIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.18 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -8.27 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 26, strength: 104.18 totals for planet 46 (Durbuzing); count: 7, strength: 90.76 totals for planet 69 (Versekwig); count: 16, strength: 105.59 totals for planet 67 (Sicillu); count: 15, strength: 400 totals for planet 97 (Nomad 1); count: 4, strength: 59.2 totals for VorticularCutlassIII; count: 19, strength: 62.18 totals for Cruiser; count: 6, strength: 36 totals for FighterIII; count: 1, strength: 6 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for FighterIV; count: 17, strength: 136 totals for EyeBotIV; count: 3, strength: 48 totals for BomberIV; count: 4, strength: 32 totals for InfiltratorIV; count: 13, strength: 62.38 totals for AIGuardianRaiderIII; count: 1, strength: 288 totals for ZenithChameleonIV; count: 1, strength: 8 == grand totals; count: 68, strength: 759.72 7/28/2014 2:41:51 PM (7.047) 6:39:55 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 192 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 6 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 68 (Gincha) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (42 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 baseReinforcementFleetShipBudget *= 0.175 = 5.5 baseReinforcementFleetShipBudget must be at most 35; = 5.5 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 31.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.5 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 58.05 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 58.05 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 52.24 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.51 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 47 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 104.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 104.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.47 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 101.97 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, ZenithChameleonIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 19 VorticularCutlassIII @ 3.27 each = 62.18 6 Cruiser @ 6 each = 36 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.21 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.19 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -113.99 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -15.25 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 126 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 89.15 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 SpireMiniRamIV @ 38.4 each = 38.4 1 VorticularCutlassIV @ 4.36 each = 4.36 2 FighterIV @ 8 each = 16 1 EyeBotIV @ 16 each = 16 2 BomberIV @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -304.28 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -3.1 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 224 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 101.29 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 2 BomberIV @ 8 each = 16 12 InfiltratorIV @ 4.8 each = 57.59 2 EyeBotIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.29 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -131.75 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 195 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 104.4 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 104.4 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked 14 FighterIV @ 8 each = 112 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 104.4 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 70.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 70.14 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianRaiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -217.86 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -22.87 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 52.24 reinforcementFleetShipBudget *= multiplierFromPriority = 52.24 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 52.24 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 67.88 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 45.01 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 InfiltratorIV @ 4.8 each = 4.8 1 FighterIV @ 8 each = 8 1 ZenithChameleonIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.18 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 67.88 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 45.61 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -8.27 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 70 (Lauoritin); count: 26, strength: 104.18 totals for planet 46 (Durbuzing); count: 7, strength: 90.76 totals for planet 69 (Versekwig); count: 16, strength: 105.59 totals for planet 67 (Sicillu); count: 15, strength: 400 totals for planet 97 (Nomad 1); count: 4, strength: 59.2 totals for VorticularCutlassIII; count: 19, strength: 62.18 totals for Cruiser; count: 6, strength: 36 totals for FighterIII; count: 1, strength: 6 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for FighterIV; count: 17, strength: 136 totals for EyeBotIV; count: 3, strength: 48 totals for BomberIV; count: 4, strength: 32 totals for InfiltratorIV; count: 13, strength: 62.38 totals for AIGuardianRaiderIII; count: 1, strength: 288 totals for ZenithChameleonIV; count: 1, strength: 8 == grand totals; count: 68, strength: 759.72 7/28/2014 2:55:22 PM (7.047) 6:43:57 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 212 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.74 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.35 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.35 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 66.35 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 35.27 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -3.91 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 118.71 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 19 FighterII @ 4 each = 76 6 EyeBotII @ 8 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.29 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 64.38 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpider @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -31.62 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.21 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 120.41 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 9 Cruiser @ 6 each = 54 18 VorticularCutlassIII @ 3.27 each = 58.9 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -31.6 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -4.29 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 118.24 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 3 BomberIV @ 8 each = 24 10 InfiltratorIV @ 4.8 each = 47.99 3 EyeBotIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.75 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -49.42 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -1.61 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 269 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 120.92 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 7 ParasiteIV @ 16 each = 112 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.08 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -221.96 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -7.6 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 453 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 114.93 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 4 ParasiteIV @ 16 each = 64 8 FighterIV @ 8 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.07 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -135.54 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 35.27 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 17.64 totals for planet 68 (Gincha); count: 26, strength: 220 totals for planet 70 (Lauoritin); count: 29, strength: 124.9 totals for planet 69 (Versekwig); count: 16, strength: 119.99 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 67 (Sicillu); count: 12, strength: 128 totals for FighterII; count: 19, strength: 76 totals for EyeBotII; count: 6, strength: 48 totals for AIGuardianSpider; count: 1, strength: 96 totals for Cruiser; count: 9, strength: 54 totals for VorticularCutlassIII; count: 18, strength: 58.9 totals for FighterIII; count: 2, strength: 12 totals for BomberIV; count: 3, strength: 24 totals for InfiltratorIV; count: 10, strength: 47.99 totals for EyeBotIV; count: 3, strength: 48 totals for ParasiteIV; count: 11, strength: 176 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for FighterIV; count: 8, strength: 64 == grand totals; count: 91, strength: 720.89 7/28/2014 2:55:22 PM (7.047) 6:43:57 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 212 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.74 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.35 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.35 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 66.35 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 35.27 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -3.91 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 118.71 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 19 FighterII @ 4 each = 76 6 EyeBotII @ 8 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.29 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 64.38 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpider @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -31.62 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.21 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 120.41 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 9 Cruiser @ 6 each = 54 18 VorticularCutlassIII @ 3.27 each = 58.9 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -31.6 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -4.29 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 118.24 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 3 BomberIV @ 8 each = 24 10 InfiltratorIV @ 4.8 each = 47.99 3 EyeBotIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.75 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -49.42 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -1.61 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 269 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 120.92 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 7 ParasiteIV @ 16 each = 112 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.08 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -221.96 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -7.6 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 453 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 114.93 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 4 ParasiteIV @ 16 each = 64 8 FighterIV @ 8 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.07 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -135.54 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 35.27 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 17.64 totals for planet 68 (Gincha); count: 26, strength: 220 totals for planet 70 (Lauoritin); count: 29, strength: 124.9 totals for planet 69 (Versekwig); count: 16, strength: 119.99 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 67 (Sicillu); count: 12, strength: 128 totals for FighterII; count: 19, strength: 76 totals for EyeBotII; count: 6, strength: 48 totals for AIGuardianSpider; count: 1, strength: 96 totals for Cruiser; count: 9, strength: 54 totals for VorticularCutlassIII; count: 18, strength: 58.9 totals for FighterIII; count: 2, strength: 12 totals for BomberIV; count: 3, strength: 24 totals for InfiltratorIV; count: 10, strength: 47.99 totals for EyeBotIV; count: 3, strength: 48 totals for ParasiteIV; count: 11, strength: 176 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for FighterIV; count: 8, strength: 64 == grand totals; count: 91, strength: 720.89 7/28/2014 2:55:39 PM (7.047) 6:44:06 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 212 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.74 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.35 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.35 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 59.71 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 31.74 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -5.29 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 41 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 105.06 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 14 FighterII @ 4 each = 56 6 EyeBotII @ 8 each = 48 1 BomberII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.94 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 42.52 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 1 currentGuardianCount >= totalAllowedGuardians, so can't pick guardians called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -21.48 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -13.07 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 465 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 97.19 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked 13 FighterIV @ 8 each = 104 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -61.45 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -1.75 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 221 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 108.51 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 15 InfiltratorIV @ 4.8 each = 71.98 1 BomberIV @ 8 each = 8 2 EyeBotIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 24.66 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianVampireIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -263.34 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -7.08 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 276 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 103.18 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 SpireMiniRamIV @ 38.4 each = 76.8 1 InfiltratorIV @ 4.8 each = 4.8 1 CruiserIV @ 8 each = 8 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -147.87 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -5.81 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.4 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 3 FighterIV @ 8 each = 24 6 BomberIV @ 8 each = 48 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.96 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 41.55 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 2 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipV, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipV, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship ** Picked 1 ZinthStarship @ 576 each = 576 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -534.45 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -14.18 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 57.52 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 CruiserIV @ 8 each = 8 2 ZenithBeamFrigateIV @ 16 each = 32 2 ZenithChameleonIV @ 8 each = 16 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.85 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 39.9 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianArtilleryIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -248.1 remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 31.74 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 15.87 totals for planet 68 (Gincha); count: 22, strength: 172 totals for planet 67 (Sicillu); count: 13, strength: 104 totals for planet 69 (Versekwig); count: 19, strength: 399.98 totals for planet 46 (Durbuzing); count: 5, strength: 105.6 totals for planet 98 (Nomad 2); count: 11, strength: 652.36 totals for planet 97 (Nomad 1); count: 7, strength: 348.36 totals for FighterII; count: 14, strength: 56 totals for EyeBotII; count: 6, strength: 48 totals for BomberII; count: 1, strength: 4 totals for AIRaidStarship; count: 1, strength: 64 totals for FighterIV; count: 16, strength: 128 totals for InfiltratorIV; count: 16, strength: 76.78 totals for BomberIV; count: 7, strength: 56 totals for EyeBotIV; count: 2, strength: 32 totals for AIGuardianVampireIII; count: 1, strength: 288 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for CruiserIV; count: 2, strength: 16 totals for ZenithBeamFrigateIV; count: 3, strength: 48 totals for VorticularCutlassIV; count: 2, strength: 8.73 totals for ZinthStarship; count: 1, strength: 576 totals for ZenithChameleonIV; count: 2, strength: 16 totals for AIGuardianArtilleryIII; count: 1, strength: 288 == grand totals; count: 77, strength: 1782.3 7/28/2014 2:55:39 PM (7.047) 6:44:06 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 212 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.74 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.35 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.35 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 59.71 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 31.74 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -5.29 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 41 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 105.06 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 14 FighterII @ 4 each = 56 6 EyeBotII @ 8 each = 48 1 BomberII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.94 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 42.52 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 1 currentGuardianCount >= totalAllowedGuardians, so can't pick guardians called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -21.48 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -13.07 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 465 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 97.19 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked 13 FighterIV @ 8 each = 104 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -61.45 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -1.75 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 221 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 108.51 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 15 InfiltratorIV @ 4.8 each = 71.98 1 BomberIV @ 8 each = 8 2 EyeBotIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 24.66 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianVampireIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -263.34 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -7.08 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 276 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 103.18 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 SpireMiniRamIV @ 38.4 each = 76.8 1 InfiltratorIV @ 4.8 each = 4.8 1 CruiserIV @ 8 each = 8 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -147.87 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -5.81 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.4 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 3 FighterIV @ 8 each = 24 6 BomberIV @ 8 each = 48 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.96 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 41.55 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 2 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipV, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipV, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, AIRaidStarshipIII, LeechStarshipIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, DreadnoughtIV, BomberStarshipIII, ZinthStarship, SpireStarship ** Picked 1 ZinthStarship @ 576 each = 576 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -534.45 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -14.18 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 57.52 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 CruiserIV @ 8 each = 8 2 ZenithBeamFrigateIV @ 16 each = 32 2 ZenithChameleonIV @ 8 each = 16 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.85 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 39.9 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianArtilleryIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -248.1 remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 31.74 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 15.87 totals for planet 68 (Gincha); count: 22, strength: 172 totals for planet 67 (Sicillu); count: 13, strength: 104 totals for planet 69 (Versekwig); count: 19, strength: 399.98 totals for planet 46 (Durbuzing); count: 5, strength: 105.6 totals for planet 98 (Nomad 2); count: 11, strength: 652.36 totals for planet 97 (Nomad 1); count: 7, strength: 348.36 totals for FighterII; count: 14, strength: 56 totals for EyeBotII; count: 6, strength: 48 totals for BomberII; count: 1, strength: 4 totals for AIRaidStarship; count: 1, strength: 64 totals for FighterIV; count: 16, strength: 128 totals for InfiltratorIV; count: 16, strength: 76.78 totals for BomberIV; count: 7, strength: 56 totals for EyeBotIV; count: 2, strength: 32 totals for AIGuardianVampireIII; count: 1, strength: 288 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for CruiserIV; count: 2, strength: 16 totals for ZenithBeamFrigateIV; count: 3, strength: 48 totals for VorticularCutlassIV; count: 2, strength: 8.73 totals for ZinthStarship; count: 1, strength: 576 totals for ZenithChameleonIV; count: 2, strength: 16 totals for AIGuardianArtilleryIII; count: 1, strength: 288 == grand totals; count: 77, strength: 1782.3 7/28/2014 3:11:14 PM (7.047) 6:48:11 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 212 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.74 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.35 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.35 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 66.35 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 35.27 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -2.94 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 119.68 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 14 FighterII @ 4 each = 56 7 EyeBotII @ 8 each = 56 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.32 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 60.91 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -35.09 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -4.49 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 118.13 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 Cruiser @ 6 each = 30 22 VorticularCutlassIII @ 3.27 each = 71.99 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 50.78 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianEMPII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -141.22 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -6.81 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 463 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.72 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 5 FighterIV @ 8 each = 40 2 ParasiteIV @ 16 each = 32 1 SpireTractorPlatformIV @ 153.6 each = 153.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -109.88 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 20.87 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 20 humanRollup.EnemyStarships.Count is 20 which is >= the max, so we can't pick starships this time maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -267.13 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -2.41 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 269 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 120.12 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 5 ParasiteIV @ 16 each = 80 3 SpireTeleportingLeechIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.88 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -65.55 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -3.47 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 119.06 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 16 InfiltratorIV @ 4.8 each = 76.78 6 BomberIV @ 8 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.72 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -181.02 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 35.27 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 17.64 totals for planet 68 (Gincha); count: 24, strength: 216 totals for planet 70 (Lauoritin); count: 31, strength: 311.99 totals for planet 67 (Sicillu); count: 9, strength: 513.6 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 69 (Versekwig); count: 22, strength: 124.78 totals for FighterII; count: 14, strength: 56 totals for EyeBotII; count: 7, strength: 56 totals for BomberII; count: 2, strength: 8 totals for AIGuardianSpireImplosion; count: 1, strength: 96 totals for Cruiser; count: 5, strength: 30 totals for VorticularCutlassIII; count: 22, strength: 71.99 totals for FighterIII; count: 3, strength: 18 totals for AIGuardianEMPII; count: 1, strength: 192 totals for FighterIV; count: 5, strength: 40 totals for ParasiteIV; count: 7, strength: 112 totals for SpireTractorPlatformIV; count: 1, strength: 153.6 totals for AIGuardianSpiderIII; count: 1, strength: 288 totals for SpireTeleportingLeechIV; count: 3, strength: 48 totals for InfiltratorIV; count: 16, strength: 76.78 totals for BomberIV; count: 6, strength: 48 == grand totals; count: 94, strength: 1294.38 7/28/2014 3:11:14 PM (7.047) 6:48:11 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 212 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.74 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.35 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.35 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 66.35 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 35.27 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -2.94 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 119.68 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 14 FighterII @ 4 each = 56 7 EyeBotII @ 8 each = 56 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.32 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 60.91 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -35.09 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -4.49 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 118.13 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 Cruiser @ 6 each = 30 22 VorticularCutlassIII @ 3.27 each = 71.99 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 50.78 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianEMPII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -141.22 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -6.81 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 463 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.72 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 5 FighterIV @ 8 each = 40 2 ParasiteIV @ 16 each = 32 1 SpireTractorPlatformIV @ 153.6 each = 153.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -109.88 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 20.87 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 20 humanRollup.EnemyStarships.Count is 20 which is >= the max, so we can't pick starships this time maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -267.13 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -2.41 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 269 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 120.12 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 5 ParasiteIV @ 16 each = 80 3 SpireTeleportingLeechIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.88 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -65.55 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -3.47 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 119.06 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 16 InfiltratorIV @ 4.8 each = 76.78 6 BomberIV @ 8 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.72 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -181.02 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 35.27 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 17.64 totals for planet 68 (Gincha); count: 24, strength: 216 totals for planet 70 (Lauoritin); count: 31, strength: 311.99 totals for planet 67 (Sicillu); count: 9, strength: 513.6 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 69 (Versekwig); count: 22, strength: 124.78 totals for FighterII; count: 14, strength: 56 totals for EyeBotII; count: 7, strength: 56 totals for BomberII; count: 2, strength: 8 totals for AIGuardianSpireImplosion; count: 1, strength: 96 totals for Cruiser; count: 5, strength: 30 totals for VorticularCutlassIII; count: 22, strength: 71.99 totals for FighterIII; count: 3, strength: 18 totals for AIGuardianEMPII; count: 1, strength: 192 totals for FighterIV; count: 5, strength: 40 totals for ParasiteIV; count: 7, strength: 112 totals for SpireTractorPlatformIV; count: 1, strength: 153.6 totals for AIGuardianSpiderIII; count: 1, strength: 288 totals for SpireTeleportingLeechIV; count: 3, strength: 48 totals for InfiltratorIV; count: 16, strength: 76.78 totals for BomberIV; count: 6, strength: 48 == grand totals; count: 94, strength: 1294.38 7/28/2014 3:11:40 PM (7.047) 6:48:20 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 212 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.74 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.35 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.35 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 59.71 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 31.74 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -0.32 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 39 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 110.03 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 20 FighterII @ 4 each = 80 2 BomberII @ 4 each = 8 3 EyeBotII @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.97 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 39.04 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 1 currentGuardianCount >= totalAllowedGuardians, so can't pick guardians called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 SpireStarshipI @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -152.96 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -109.88 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 473 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 0.39 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked 1 FighterIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -193.04 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -5.72 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 227 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 104.54 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 15 InfiltratorIV @ 4.8 each = 71.98 5 BomberIV @ 8 each = 40 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -106.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -7.88 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 274 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 102.38 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 ZenithChameleonIV @ 8 each = 16 2 VorticularCutlassIV @ 4.36 each = 8.73 1 SpireMiniRamIV @ 38.4 each = 38.4 2 FighterIV @ 8 each = 16 1 ZenithBeamFrigateIV @ 16 each = 16 1 BomberIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.74 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 8.54 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 11 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 9 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianSniperIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -279.46 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -4.96 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 80 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.25 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 5 FighterIV @ 8 each = 40 1 VorticularCutlassIV @ 4.36 each = 4.36 4 BomberIV @ 8 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.12 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -482.57 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -2.85 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.85 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 ZenithBeamFrigateIV @ 16 each = 32 1 FighterIV @ 8 each = 8 1 VorticularCutlassIV @ 4.36 each = 4.36 1 ZenithChameleonIV @ 8 each = 8 1 InfiltratorIV @ 4.8 each = 4.8 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -26.71 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -199.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 31.74 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 15.87 totals for planet 68 (Gincha); count: 26, strength: 304 totals for planet 67 (Sicillu); count: 1, strength: 8 totals for planet 69 (Versekwig); count: 20, strength: 111.98 totals for planet 46 (Durbuzing); count: 10, strength: 391.13 totals for planet 98 (Nomad 2); count: 10, strength: 76.36 totals for planet 97 (Nomad 1); count: 7, strength: 95.56 totals for FighterII; count: 20, strength: 80 totals for BomberII; count: 2, strength: 8 totals for EyeBotII; count: 3, strength: 24 totals for SpireStarshipI; count: 1, strength: 192 totals for FighterIV; count: 9, strength: 72 totals for InfiltratorIV; count: 16, strength: 76.78 totals for BomberIV; count: 10, strength: 80 totals for ZenithChameleonIV; count: 3, strength: 24 totals for VorticularCutlassIV; count: 4, strength: 17.45 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for ZenithBeamFrigateIV; count: 3, strength: 48 totals for AIGuardianSniperIII; count: 1, strength: 288 == grand totals; count: 74, strength: 987.03 7/28/2014 3:11:40 PM (7.047) 6:48:20 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 212 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.74 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.35 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.35 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 59.71 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 31.74 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -0.32 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 39 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 110.03 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 20 FighterII @ 4 each = 80 2 BomberII @ 4 each = 8 3 EyeBotII @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.97 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 39.04 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 1 currentGuardianCount >= totalAllowedGuardians, so can't pick guardians called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 SpireStarshipI @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -152.96 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -109.88 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 473 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 0.39 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked 1 FighterIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -193.04 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -5.72 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 227 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 104.54 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 15 InfiltratorIV @ 4.8 each = 71.98 5 BomberIV @ 8 each = 40 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -106.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -7.88 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 274 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 102.38 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 ZenithChameleonIV @ 8 each = 16 2 VorticularCutlassIV @ 4.36 each = 8.73 1 SpireMiniRamIV @ 38.4 each = 38.4 2 FighterIV @ 8 each = 16 1 ZenithBeamFrigateIV @ 16 each = 16 1 BomberIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.74 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 8.54 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 11 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 9 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianSniperIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -279.46 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -4.96 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 80 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 72.25 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 5 FighterIV @ 8 each = 40 1 VorticularCutlassIV @ 4.36 each = 4.36 4 BomberIV @ 8 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.12 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -482.57 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -2.85 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.85 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 ZenithBeamFrigateIV @ 16 each = 32 1 FighterIV @ 8 each = 8 1 VorticularCutlassIV @ 4.36 each = 4.36 1 ZenithChameleonIV @ 8 each = 8 1 InfiltratorIV @ 4.8 each = 4.8 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -26.71 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -199.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 31.74 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 15.87 totals for planet 68 (Gincha); count: 26, strength: 304 totals for planet 67 (Sicillu); count: 1, strength: 8 totals for planet 69 (Versekwig); count: 20, strength: 111.98 totals for planet 46 (Durbuzing); count: 10, strength: 391.13 totals for planet 98 (Nomad 2); count: 10, strength: 76.36 totals for planet 97 (Nomad 1); count: 7, strength: 95.56 totals for FighterII; count: 20, strength: 80 totals for BomberII; count: 2, strength: 8 totals for EyeBotII; count: 3, strength: 24 totals for SpireStarshipI; count: 1, strength: 192 totals for FighterIV; count: 9, strength: 72 totals for InfiltratorIV; count: 16, strength: 76.78 totals for BomberIV; count: 10, strength: 80 totals for ZenithChameleonIV; count: 3, strength: 24 totals for VorticularCutlassIV; count: 4, strength: 17.45 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for ZenithBeamFrigateIV; count: 3, strength: 48 totals for AIGuardianSniperIII; count: 1, strength: 288 == grand totals; count: 74, strength: 987.03 7/28/2014 3:20:12 PM (7.047) 6:52:24 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 213 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.91 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.75 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.78 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.78 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 66.78 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 38.27 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -1.97 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 120.65 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 14 FighterII @ 4 each = 56 4 BomberII @ 4 each = 16 7 EyeBotII @ 8 each = 56 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.35 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -70.57 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.87 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 120.75 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 26 VorticularCutlassIII @ 3.27 each = 85.08 4 Cruiser @ 6 each = 24 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -58.83 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -7.61 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 343 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 114.92 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 8 FighterIV @ 8 each = 64 1 ParasiteIV @ 16 each = 16 1 SpireTractorPlatformIV @ 153.6 each = 153.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -118.68 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -110.72 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -7.44 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.09 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 14 InfiltratorIV @ 4.8 each = 67.18 4 BomberIV @ 8 each = 32 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -24.61 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -0.74 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 337 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 121.79 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 3 SpireTeleportingLeechIV @ 16 each = 48 2 SentinelFrigateIV @ 40.42 each = 80.84 2 ParasiteIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -39.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -197.14 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 38.27 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 19.13 totals for planet 68 (Gincha); count: 25, strength: 128 totals for planet 70 (Lauoritin); count: 32, strength: 121.08 totals for planet 67 (Sicillu); count: 10, strength: 233.6 totals for planet 69 (Versekwig); count: 19, strength: 115.18 totals for planet 46 (Durbuzing); count: 7, strength: 160.84 totals for FighterII; count: 14, strength: 56 totals for BomberII; count: 4, strength: 16 totals for EyeBotII; count: 7, strength: 56 totals for VorticularCutlassIII; count: 26, strength: 85.08 totals for Cruiser; count: 4, strength: 24 totals for FighterIII; count: 2, strength: 12 totals for FighterIV; count: 8, strength: 64 totals for ParasiteIV; count: 3, strength: 48 totals for SpireTractorPlatformIV; count: 1, strength: 153.6 totals for InfiltratorIV; count: 14, strength: 67.18 totals for BomberIV; count: 4, strength: 32 totals for EyeBotIV; count: 1, strength: 16 totals for SpireTeleportingLeechIV; count: 3, strength: 48 totals for SentinelFrigateIV; count: 2, strength: 80.84 == grand totals; count: 93, strength: 758.71 7/28/2014 3:20:12 PM (7.047) 6:52:24 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 213 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.91 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.75 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.78 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.78 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 66.78 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 38.27 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -1.97 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 120.65 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 14 FighterII @ 4 each = 56 4 BomberII @ 4 each = 16 7 EyeBotII @ 8 each = 56 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.35 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -70.57 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.87 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 120.75 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 26 VorticularCutlassIII @ 3.27 each = 85.08 4 Cruiser @ 6 each = 24 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -58.83 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -7.61 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 343 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 114.92 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 8 FighterIV @ 8 each = 64 1 ParasiteIV @ 16 each = 16 1 SpireTractorPlatformIV @ 153.6 each = 153.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -118.68 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -110.72 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -7.44 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.09 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 14 InfiltratorIV @ 4.8 each = 67.18 4 BomberIV @ 8 each = 32 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -24.61 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -0.74 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 337 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 121.79 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 3 SpireTeleportingLeechIV @ 16 each = 48 2 SentinelFrigateIV @ 40.42 each = 80.84 2 ParasiteIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -39.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -197.14 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 38.27 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 19.13 totals for planet 68 (Gincha); count: 25, strength: 128 totals for planet 70 (Lauoritin); count: 32, strength: 121.08 totals for planet 67 (Sicillu); count: 10, strength: 233.6 totals for planet 69 (Versekwig); count: 19, strength: 115.18 totals for planet 46 (Durbuzing); count: 7, strength: 160.84 totals for FighterII; count: 14, strength: 56 totals for BomberII; count: 4, strength: 16 totals for EyeBotII; count: 7, strength: 56 totals for VorticularCutlassIII; count: 26, strength: 85.08 totals for Cruiser; count: 4, strength: 24 totals for FighterIII; count: 2, strength: 12 totals for FighterIV; count: 8, strength: 64 totals for ParasiteIV; count: 3, strength: 48 totals for SpireTractorPlatformIV; count: 1, strength: 153.6 totals for InfiltratorIV; count: 14, strength: 67.18 totals for BomberIV; count: 4, strength: 32 totals for EyeBotIV; count: 1, strength: 16 totals for SpireTeleportingLeechIV; count: 3, strength: 48 totals for SentinelFrigateIV; count: 2, strength: 80.84 == grand totals; count: 93, strength: 758.71 7/28/2014 3:20:21 PM (7.047) 6:52:33 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 213 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.91 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.75 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.78 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.78 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 60.09 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 34.44 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -7.35 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 39 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 102.99 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 19 FighterII @ 4 each = 76 3 EyeBotII @ 8 each = 24 1 BomberII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.01 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 3.56 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 TranslocatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -92.44 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -39.05 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 394 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.21 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 5 BomberIV @ 8 each = 40 3 InfiltratorIV @ 4.8 each = 14.4 2 VorticularCutlassIV @ 4.36 each = 8.73 1 ZenithChameleonIV @ 8 each = 8 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.91 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -123.06 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -0.09 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 224 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 110.17 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 14 InfiltratorIV @ 4.8 each = 67.18 6 BomberIV @ 8 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.01 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 49.48 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianVampireIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -238.52 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -118.68 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 353 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -8.42 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.42 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -36.63 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -26.71 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 82 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 44.99 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 CruiserIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -151.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -4.12 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 90 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.09 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 BomberIV @ 8 each = 16 1 VorticularCutlassIV @ 4.36 each = 4.36 1 InfiltratorIV @ 4.8 each = 4.8 1 FighterIV @ 8 each = 8 1 ZenithBeamFrigateIV @ 16 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -430.7 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 34.44 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 17.22 totals for planet 68 (Gincha); count: 24, strength: 200 totals for planet 46 (Durbuzing); count: 12, strength: 87.12 totals for planet 69 (Versekwig); count: 21, strength: 403.18 totals for planet 97 (Nomad 1); count: 2, strength: 46.4 totals for planet 98 (Nomad 2); count: 7, strength: 87.56 totals for FighterII; count: 19, strength: 76 totals for EyeBotII; count: 3, strength: 24 totals for BomberII; count: 1, strength: 4 totals for TranslocatorGuardian; count: 1, strength: 96 totals for BomberIV; count: 13, strength: 104 totals for InfiltratorIV; count: 18, strength: 86.38 totals for VorticularCutlassIV; count: 3, strength: 13.09 totals for ZenithChameleonIV; count: 1, strength: 8 totals for ZenithBeamFrigateIV; count: 2, strength: 32 totals for AIGuardianVampireIII; count: 1, strength: 288 totals for CruiserIV; count: 1, strength: 8 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for FighterIV; count: 1, strength: 8 == grand totals; count: 66, strength: 824.27 7/28/2014 3:20:21 PM (7.047) 6:52:33 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 213 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.91 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.75 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.78 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.78 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 60.09 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 34.44 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -7.35 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 39 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 102.99 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 19 FighterII @ 4 each = 76 3 EyeBotII @ 8 each = 24 1 BomberII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.01 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 3.56 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 TranslocatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -92.44 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -39.05 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 394 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.21 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 5 BomberIV @ 8 each = 40 3 InfiltratorIV @ 4.8 each = 14.4 2 VorticularCutlassIV @ 4.36 each = 8.73 1 ZenithChameleonIV @ 8 each = 8 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.91 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -123.06 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -0.09 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 224 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 110.17 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 14 InfiltratorIV @ 4.8 each = 67.18 6 BomberIV @ 8 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.01 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 49.48 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianVampireIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -238.52 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -118.68 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 353 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -8.42 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.42 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -36.63 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -26.71 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 82 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 44.99 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 CruiserIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -151.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -4.12 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 90 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.09 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 2 BomberIV @ 8 each = 16 1 VorticularCutlassIV @ 4.36 each = 4.36 1 InfiltratorIV @ 4.8 each = 4.8 1 FighterIV @ 8 each = 8 1 ZenithBeamFrigateIV @ 16 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -430.7 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 34.44 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 17.22 totals for planet 68 (Gincha); count: 24, strength: 200 totals for planet 46 (Durbuzing); count: 12, strength: 87.12 totals for planet 69 (Versekwig); count: 21, strength: 403.18 totals for planet 97 (Nomad 1); count: 2, strength: 46.4 totals for planet 98 (Nomad 2); count: 7, strength: 87.56 totals for FighterII; count: 19, strength: 76 totals for EyeBotII; count: 3, strength: 24 totals for BomberII; count: 1, strength: 4 totals for TranslocatorGuardian; count: 1, strength: 96 totals for BomberIV; count: 13, strength: 104 totals for InfiltratorIV; count: 18, strength: 86.38 totals for VorticularCutlassIV; count: 3, strength: 13.09 totals for ZenithChameleonIV; count: 1, strength: 8 totals for ZenithBeamFrigateIV; count: 2, strength: 32 totals for AIGuardianVampireIII; count: 1, strength: 288 totals for CruiserIV; count: 1, strength: 8 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for FighterIV; count: 1, strength: 8 == grand totals; count: 66, strength: 824.27 7/28/2014 3:28:00 PM (7.047) 6:56:37 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 213 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.91 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.75 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.78 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.78 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 66.78 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 38.27 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.33 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 122.29 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 20 VorticularCutlassIII @ 3.27 each = 65.45 9 Cruiser @ 6 each = 54 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.16 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 23.55 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 AIRaidStarshipII @ 128 each = 128 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -104.45 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -1.01 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 121.61 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 21 FighterII @ 4 each = 84 4 EyeBotII @ 8 each = 32 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -10.05 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -5.01 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 117.52 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 16 InfiltratorIV @ 4.8 each = 76.78 3 BomberIV @ 8 each = 24 2 EyeBotIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -156.2 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -15.91 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 324 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 106.62 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 6 ParasiteIV @ 16 each = 96 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.38 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -40.73 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -8.42 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 175 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 114.11 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 4 ParasiteIV @ 16 each = 64 7 FighterIV @ 8 each = 56 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.89 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 45.69 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianVampireIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -242.31 remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 38.27 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 19.13 totals for planet 70 (Lauoritin); count: 31, strength: 253.45 totals for planet 68 (Gincha); count: 27, strength: 124 totals for planet 69 (Versekwig); count: 21, strength: 132.78 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 67 (Sicillu); count: 12, strength: 408 totals for VorticularCutlassIII; count: 20, strength: 65.45 totals for Cruiser; count: 9, strength: 54 totals for FighterIII; count: 1, strength: 6 totals for AIRaidStarshipII; count: 1, strength: 128 totals for FighterII; count: 21, strength: 84 totals for EyeBotII; count: 4, strength: 32 totals for BomberII; count: 2, strength: 8 totals for InfiltratorIV; count: 16, strength: 76.78 totals for BomberIV; count: 3, strength: 24 totals for EyeBotIV; count: 2, strength: 32 totals for ParasiteIV; count: 10, strength: 160 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for FighterIV; count: 7, strength: 56 totals for AIGuardianVampireIII; count: 1, strength: 288 == grand totals; count: 98, strength: 1030.23 7/28/2014 3:28:00 PM (7.047) 6:56:37 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 213 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.91 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.75 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.78 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.78 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 66.78 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 38.27 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -0.33 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 122.29 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 20 VorticularCutlassIII @ 3.27 each = 65.45 9 Cruiser @ 6 each = 54 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.16 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 23.55 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 AIRaidStarshipII @ 128 each = 128 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -104.45 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -1.01 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 121.61 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 21 FighterII @ 4 each = 84 4 EyeBotII @ 8 each = 32 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -10.05 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -5.01 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 117.52 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 16 InfiltratorIV @ 4.8 each = 76.78 3 BomberIV @ 8 each = 24 2 EyeBotIV @ 16 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -156.2 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -15.91 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 324 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 106.62 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 6 ParasiteIV @ 16 each = 96 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.38 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -40.73 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -8.42 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 175 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 114.11 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 4 ParasiteIV @ 16 each = 64 7 FighterIV @ 8 each = 56 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.89 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 45.69 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianVampireIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -242.31 remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 38.27 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 19.13 totals for planet 70 (Lauoritin); count: 31, strength: 253.45 totals for planet 68 (Gincha); count: 27, strength: 124 totals for planet 69 (Versekwig); count: 21, strength: 132.78 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 67 (Sicillu); count: 12, strength: 408 totals for VorticularCutlassIII; count: 20, strength: 65.45 totals for Cruiser; count: 9, strength: 54 totals for FighterIII; count: 1, strength: 6 totals for AIRaidStarshipII; count: 1, strength: 128 totals for FighterII; count: 21, strength: 84 totals for EyeBotII; count: 4, strength: 32 totals for BomberII; count: 2, strength: 8 totals for InfiltratorIV; count: 16, strength: 76.78 totals for BomberIV; count: 3, strength: 24 totals for EyeBotIV; count: 2, strength: 32 totals for ParasiteIV; count: 10, strength: 160 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for FighterIV; count: 7, strength: 56 totals for AIGuardianVampireIII; count: 1, strength: 288 == grand totals; count: 98, strength: 1030.23 7/28/2014 3:28:08 PM (7.047) 6:56:45 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 213 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.91 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.75 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.78 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.78 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 60.09 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 34.44 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -2.39 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 42 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 107.96 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 15 FighterII @ 4 each = 60 5 EyeBotII @ 8 each = 40 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.04 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 64.09 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -31.91 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -5.89 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 186 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 104.38 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked 14 FighterIV @ 8 each = 112 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.62 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -168.23 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -15.26 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 226 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 95 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 8 InfiltratorIV @ 4.8 each = 38.39 2 BomberIV @ 8 each = 16 3 EyeBotIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -82.12 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -5.38 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 330 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 104.88 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 CruiserIV @ 8 each = 8 1 BomberIV @ 8 each = 8 1 EyeBotIV @ 16 each = 16 1 InfiltratorIV @ 4.8 each = 4.8 1 FighterIV @ 8 each = 8 2 ZenithBeamFrigateIV @ 16 each = 32 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.32 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 33.35 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 13 humanRollup.EnemyStarships.Count is 13 which is >= the max, so we can't pick starships this time maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 9 called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianWarpGateIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -254.65 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -14.47 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 90 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 62.74 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 6 BomberIV @ 8 each = 48 2 FighterIV @ 8 each = 16 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.62 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -378.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -1.41 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 77 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.3 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 CruiserIV @ 8 each = 8 2 SpireMiniRamIV @ 38.4 each = 76.8 1 InfiltratorIV @ 4.8 each = 4.8 1 ZenithChameleonIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -27.3 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -103.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 34.44 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 17.22 totals for planet 68 (Gincha); count: 23, strength: 204 totals for planet 67 (Sicillu); count: 14, strength: 112 totals for planet 69 (Versekwig); count: 13, strength: 102.39 totals for planet 46 (Durbuzing); count: 9, strength: 403.2 totals for planet 98 (Nomad 2); count: 9, strength: 68.36 totals for planet 97 (Nomad 1); count: 5, strength: 97.6 totals for FighterII; count: 15, strength: 60 totals for EyeBotII; count: 5, strength: 40 totals for BomberII; count: 2, strength: 8 totals for AIGuardianVampire; count: 1, strength: 96 totals for FighterIV; count: 17, strength: 136 totals for InfiltratorIV; count: 10, strength: 47.99 totals for BomberIV; count: 9, strength: 72 totals for EyeBotIV; count: 4, strength: 64 totals for CruiserIV; count: 2, strength: 16 totals for ZenithBeamFrigateIV; count: 2, strength: 32 totals for SpireMiniRamIV; count: 3, strength: 115.2 totals for AIGuardianWarpGateIII; count: 1, strength: 288 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for ZenithChameleonIV; count: 1, strength: 8 == grand totals; count: 73, strength: 987.55 7/28/2014 3:28:08 PM (7.047) 6:56:45 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 213 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32.91 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.75 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 66.78 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 66.78 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 60.09 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 34.44 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -2.39 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 42 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 107.96 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 15 FighterII @ 4 each = 60 5 EyeBotII @ 8 each = 40 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.04 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 64.09 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -31.91 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -5.89 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 186 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 104.38 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked 14 FighterIV @ 8 each = 112 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.62 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -168.23 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -15.26 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 226 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 95 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 8 InfiltratorIV @ 4.8 each = 38.39 2 BomberIV @ 8 each = 16 3 EyeBotIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -82.12 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -5.38 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 330 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 104.88 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 CruiserIV @ 8 each = 8 1 BomberIV @ 8 each = 8 1 EyeBotIV @ 16 each = 16 1 InfiltratorIV @ 4.8 each = 4.8 1 FighterIV @ 8 each = 8 2 ZenithBeamFrigateIV @ 16 each = 32 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.32 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 33.35 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 13 humanRollup.EnemyStarships.Count is 13 which is >= the max, so we can't pick starships this time maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 9 called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianWarpGateIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -254.65 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -14.47 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 90 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 62.74 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 6 BomberIV @ 8 each = 48 2 FighterIV @ 8 each = 16 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.62 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -378.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -1.41 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 77 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 70.3 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 CruiserIV @ 8 each = 8 2 SpireMiniRamIV @ 38.4 each = 76.8 1 InfiltratorIV @ 4.8 each = 4.8 1 ZenithChameleonIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -27.3 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -103.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 34.44 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 17.22 totals for planet 68 (Gincha); count: 23, strength: 204 totals for planet 67 (Sicillu); count: 14, strength: 112 totals for planet 69 (Versekwig); count: 13, strength: 102.39 totals for planet 46 (Durbuzing); count: 9, strength: 403.2 totals for planet 98 (Nomad 2); count: 9, strength: 68.36 totals for planet 97 (Nomad 1); count: 5, strength: 97.6 totals for FighterII; count: 15, strength: 60 totals for EyeBotII; count: 5, strength: 40 totals for BomberII; count: 2, strength: 8 totals for AIGuardianVampire; count: 1, strength: 96 totals for FighterIV; count: 17, strength: 136 totals for InfiltratorIV; count: 10, strength: 47.99 totals for BomberIV; count: 9, strength: 72 totals for EyeBotIV; count: 4, strength: 64 totals for CruiserIV; count: 2, strength: 16 totals for ZenithBeamFrigateIV; count: 2, strength: 32 totals for SpireMiniRamIV; count: 3, strength: 115.2 totals for AIGuardianWarpGateIII; count: 1, strength: 288 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for ZenithChameleonIV; count: 1, strength: 8 == grand totals; count: 73, strength: 987.55 7/28/2014 3:47:32 PM (7.047) 7:00:48 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 217 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 33.19 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.8 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 68.5 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 68.5 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 68.5 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 50.34 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -0.04 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 122.58 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 18 FighterII @ 4 each = 72 5 EyeBotII @ 8 each = 40 3 BomberII @ 4 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.42 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 50.47 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianFlak @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -45.53 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -3.16 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 119.46 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 15 VorticularCutlassIII @ 3.27 each = 49.09 10 Cruiser @ 6 each = 60 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -22.06 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -10.32 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 93 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 112.21 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 5 ParasiteIV @ 16 each = 80 3 SpireTeleportingLeechIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.79 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -172.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -7.62 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 174 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 114.91 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 3 FighterIV @ 8 each = 24 2 ParasiteIV @ 16 each = 32 1 SpireTractorPlatformIV @ 153.6 each = 153.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -94.69 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -85.9 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -7.39 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.14 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 2 EyeBotIV @ 16 each = 32 5 BomberIV @ 8 each = 40 9 InfiltratorIV @ 4.8 each = 43.19 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 0.21 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -287.79 remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 50.34 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 25.17 totals for planet 68 (Gincha); count: 27, strength: 220 totals for planet 70 (Lauoritin); count: 27, strength: 121.09 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 67 (Sicillu); count: 6, strength: 209.6 totals for planet 69 (Versekwig); count: 17, strength: 403.19 totals for FighterII; count: 18, strength: 72 totals for EyeBotII; count: 5, strength: 40 totals for BomberII; count: 3, strength: 12 totals for AIGuardianFlak; count: 1, strength: 96 totals for VorticularCutlassIII; count: 15, strength: 49.09 totals for Cruiser; count: 10, strength: 60 totals for FighterIII; count: 2, strength: 12 totals for ParasiteIV; count: 7, strength: 112 totals for SpireTeleportingLeechIV; count: 3, strength: 48 totals for FighterIV; count: 3, strength: 24 totals for SpireTractorPlatformIV; count: 1, strength: 153.6 totals for EyeBotIV; count: 2, strength: 32 totals for BomberIV; count: 5, strength: 40 totals for InfiltratorIV; count: 9, strength: 43.19 totals for AIGuardianSpiderIII; count: 1, strength: 288 == grand totals; count: 85, strength: 1081.88 7/28/2014 3:47:32 PM (7.047) 7:00:48 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 217 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 33.19 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.8 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 68.5 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 68.5 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 68.5 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 50.34 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -0.04 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 122.58 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 18 FighterII @ 4 each = 72 5 EyeBotII @ 8 each = 40 3 BomberII @ 4 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.42 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 50.47 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianFlak, AIGuardianEMP, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianFlak @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -45.53 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -3.16 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 119.46 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 15 VorticularCutlassIII @ 3.27 each = 49.09 10 Cruiser @ 6 each = 60 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -22.06 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -10.32 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 93 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 112.21 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 5 ParasiteIV @ 16 each = 80 3 SpireTeleportingLeechIV @ 16 each = 48 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.79 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -172.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -7.62 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 174 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 114.91 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 3 FighterIV @ 8 each = 24 2 ParasiteIV @ 16 each = 32 1 SpireTractorPlatformIV @ 153.6 each = 153.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -94.69 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -85.9 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -7.39 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.14 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 2 EyeBotIV @ 16 each = 32 5 BomberIV @ 8 each = 40 9 InfiltratorIV @ 4.8 each = 43.19 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 0.21 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -287.79 remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 50.34 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 25.17 totals for planet 68 (Gincha); count: 27, strength: 220 totals for planet 70 (Lauoritin); count: 27, strength: 121.09 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 67 (Sicillu); count: 6, strength: 209.6 totals for planet 69 (Versekwig); count: 17, strength: 403.19 totals for FighterII; count: 18, strength: 72 totals for EyeBotII; count: 5, strength: 40 totals for BomberII; count: 3, strength: 12 totals for AIGuardianFlak; count: 1, strength: 96 totals for VorticularCutlassIII; count: 15, strength: 49.09 totals for Cruiser; count: 10, strength: 60 totals for FighterIII; count: 2, strength: 12 totals for ParasiteIV; count: 7, strength: 112 totals for SpireTeleportingLeechIV; count: 3, strength: 48 totals for FighterIV; count: 3, strength: 24 totals for SpireTractorPlatformIV; count: 1, strength: 153.6 totals for EyeBotIV; count: 2, strength: 32 totals for BomberIV; count: 5, strength: 40 totals for InfiltratorIV; count: 9, strength: 43.19 totals for AIGuardianSpiderIII; count: 1, strength: 288 == grand totals; count: 85, strength: 1081.88 7/28/2014 3:47:56 PM (7.047) 7:00:57 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 217 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 33.19 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.8 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 68.5 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 68.5 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.65 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 45.31 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -1.42 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 42 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 108.92 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 6 EyeBotII @ 8 each = 48 14 FighterII @ 4 each = 56 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.08 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 28.61 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 1 currentGuardianCount >= totalAllowedGuardians, so can't pick guardians called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -35.39 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -0.05 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 222 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 110.22 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 17 InfiltratorIV @ 4.8 each = 81.58 4 BomberIV @ 8 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.36 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -213.71 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -94.69 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 179 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 15.57 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.43 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -11.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -15.79 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 98 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 94.48 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 4 FighterIV @ 8 each = 32 4 VorticularCutlassIV @ 4.36 each = 17.45 1 BomberIV @ 8 each = 8 1 InfiltratorIV @ 4.8 each = 4.8 2 CruiserIV @ 8 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -22.17 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -98.24 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -5.62 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 99 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.59 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 6 BomberIV @ 8 each = 48 3 FighterIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -326.95 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -27.3 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 44.4 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 3 CruiserIV @ 8 each = 24 1 ZenithBeamFrigateIV @ 16 each = 16 1 ZenithChameleonIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -55.41 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 45.31 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 22.65 totals for planet 68 (Gincha); count: 23, strength: 176 totals for planet 69 (Versekwig); count: 21, strength: 113.58 totals for planet 67 (Sicillu); count: 1, strength: 16 totals for planet 46 (Durbuzing); count: 13, strength: 116.65 totals for planet 98 (Nomad 2); count: 9, strength: 72 totals for planet 97 (Nomad 1); count: 5, strength: 48 totals for EyeBotII; count: 6, strength: 48 totals for FighterII; count: 14, strength: 56 totals for BomberII; count: 2, strength: 8 totals for AIRaidStarship; count: 1, strength: 64 totals for InfiltratorIV; count: 18, strength: 86.38 totals for BomberIV; count: 11, strength: 88 totals for ZenithBeamFrigateIV; count: 2, strength: 32 totals for FighterIV; count: 7, strength: 56 totals for VorticularCutlassIV; count: 4, strength: 17.45 totals for CruiserIV; count: 5, strength: 40 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for ZenithChameleonIV; count: 1, strength: 8 == grand totals; count: 72, strength: 542.23 7/28/2014 3:47:56 PM (7.047) 7:00:57 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 217 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 33.19 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.8 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 68.5 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 68.5 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.65 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 45.31 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -1.42 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 42 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 108.92 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 6 EyeBotII @ 8 each = 48 14 FighterII @ 4 each = 56 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.08 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 28.61 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 1 currentGuardianCount >= totalAllowedGuardians, so can't pick guardians called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -35.39 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -0.05 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 222 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 110.22 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 17 InfiltratorIV @ 4.8 each = 81.58 4 BomberIV @ 8 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.36 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -213.71 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -94.69 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 179 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 15.57 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.43 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -11.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -15.79 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 98 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 94.48 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 4 FighterIV @ 8 each = 32 4 VorticularCutlassIV @ 4.36 each = 17.45 1 BomberIV @ 8 each = 8 1 InfiltratorIV @ 4.8 each = 4.8 2 CruiserIV @ 8 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -22.17 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -98.24 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -5.62 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 99 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.59 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 6 BomberIV @ 8 each = 48 3 FighterIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -326.95 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -27.3 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 44.4 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 3 CruiserIV @ 8 each = 24 1 ZenithBeamFrigateIV @ 16 each = 16 1 ZenithChameleonIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -55.41 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 45.31 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 22.65 totals for planet 68 (Gincha); count: 23, strength: 176 totals for planet 69 (Versekwig); count: 21, strength: 113.58 totals for planet 67 (Sicillu); count: 1, strength: 16 totals for planet 46 (Durbuzing); count: 13, strength: 116.65 totals for planet 98 (Nomad 2); count: 9, strength: 72 totals for planet 97 (Nomad 1); count: 5, strength: 48 totals for EyeBotII; count: 6, strength: 48 totals for FighterII; count: 14, strength: 56 totals for BomberII; count: 2, strength: 8 totals for AIRaidStarship; count: 1, strength: 64 totals for InfiltratorIV; count: 18, strength: 86.38 totals for BomberIV; count: 11, strength: 88 totals for ZenithBeamFrigateIV; count: 2, strength: 32 totals for FighterIV; count: 7, strength: 56 totals for VorticularCutlassIV; count: 4, strength: 17.45 totals for CruiserIV; count: 5, strength: 40 totals for SpireMiniRamIV; count: 1, strength: 38.4 totals for ZenithChameleonIV; count: 1, strength: 8 == grand totals; count: 72, strength: 542.23 7/28/2014 3:54:08 PM (7.047) 7:05:01 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 217 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 33.19 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.8 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 68.5 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 68.5 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 68.5 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 50.34 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -3.08 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 119.54 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 5 EyeBotII @ 8 each = 40 19 FighterII @ 4 each = 76 1 BomberII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.46 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 46.99 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -17.01 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.63 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 120.99 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 25 VorticularCutlassIII @ 3.27 each = 81.81 6 Cruiser @ 6 each = 36 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.82 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 60.32 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -131.68 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -22.17 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 94 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 100.36 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 7 ParasiteIV @ 16 each = 112 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.64 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -15.92 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -3.36 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 119.17 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 17 InfiltratorIV @ 4.8 each = 81.58 1 EyeBotIV @ 16 each = 16 3 BomberIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -131.38 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -0.43 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 174 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 122.1 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 4 ParasiteIV @ 16 each = 64 8 FighterIV @ 8 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 70.51 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpireImplosionIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -217.49 remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 50.34 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 25.17 totals for planet 68 (Gincha); count: 26, strength: 184 totals for planet 70 (Lauoritin); count: 33, strength: 315.81 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 69 (Versekwig); count: 21, strength: 121.58 totals for planet 67 (Sicillu); count: 13, strength: 416 totals for EyeBotII; count: 5, strength: 40 totals for FighterII; count: 19, strength: 76 totals for BomberII; count: 1, strength: 4 totals for AIRaidStarship; count: 1, strength: 64 totals for VorticularCutlassIII; count: 25, strength: 81.81 totals for Cruiser; count: 6, strength: 36 totals for FighterIII; count: 1, strength: 6 totals for AIGuardianVampireII; count: 1, strength: 192 totals for ParasiteIV; count: 11, strength: 176 totals for InfiltratorIV; count: 17, strength: 81.58 totals for EyeBotIV; count: 1, strength: 16 totals for BomberIV; count: 3, strength: 24 totals for FighterIV; count: 8, strength: 64 totals for AIGuardianSpireImplosionIII; count: 1, strength: 288 == grand totals; count: 100, strength: 1149.39 7/28/2014 3:54:08 PM (7.047) 7:05:01 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 217 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 33.19 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.8 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 68.5 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 68.5 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 68.5 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 50.34 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -3.08 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 119.54 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 5 EyeBotII @ 8 each = 40 19 FighterII @ 4 each = 76 1 BomberII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.46 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 46.99 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -17.01 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -1.63 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 120.99 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 25 VorticularCutlassIII @ 3.27 each = 81.81 6 Cruiser @ 6 each = 36 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.82 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 60.32 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianFlakII, AIGuardianEMPII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -131.68 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -22.17 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 94 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 100.36 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 7 ParasiteIV @ 16 each = 112 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.64 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -15.92 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -3.36 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 119.17 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 17 InfiltratorIV @ 4.8 each = 81.58 1 EyeBotIV @ 16 each = 16 3 BomberIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -131.38 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -0.43 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 174 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 122.1 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 4 ParasiteIV @ 16 each = 64 8 FighterIV @ 8 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 70.51 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpireImplosionIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -217.49 remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 50.34 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 25.17 totals for planet 68 (Gincha); count: 26, strength: 184 totals for planet 70 (Lauoritin); count: 33, strength: 315.81 totals for planet 46 (Durbuzing); count: 7, strength: 112 totals for planet 69 (Versekwig); count: 21, strength: 121.58 totals for planet 67 (Sicillu); count: 13, strength: 416 totals for EyeBotII; count: 5, strength: 40 totals for FighterII; count: 19, strength: 76 totals for BomberII; count: 1, strength: 4 totals for AIRaidStarship; count: 1, strength: 64 totals for VorticularCutlassIII; count: 25, strength: 81.81 totals for Cruiser; count: 6, strength: 36 totals for FighterIII; count: 1, strength: 6 totals for AIGuardianVampireII; count: 1, strength: 192 totals for ParasiteIV; count: 11, strength: 176 totals for InfiltratorIV; count: 17, strength: 81.58 totals for EyeBotIV; count: 1, strength: 16 totals for BomberIV; count: 3, strength: 24 totals for FighterIV; count: 8, strength: 64 totals for AIGuardianSpireImplosionIII; count: 1, strength: 288 == grand totals; count: 100, strength: 1149.39 7/28/2014 3:54:16 PM (7.047) 7:05:09 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 217 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 33.19 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.8 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 68.5 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 68.5 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.65 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 45.31 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -0.46 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 41 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 109.89 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 18 FighterII @ 4 each = 72 5 EyeBotII @ 8 each = 40 1 BomberII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.11 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 57.13 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 TranslocatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -38.87 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -11.64 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 101 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 98.62 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 BomberIV @ 8 each = 8 2 SpireMiniRamIV @ 38.4 each = 76.8 1 EyeBotIV @ 16 each = 16 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 58.17 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 7 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianSniperIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -229.83 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -5.9 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 194 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 104.37 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked 14 FighterIV @ 8 each = 112 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -143.41 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -2.41 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 226 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 107.85 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 16 InfiltratorIV @ 4.8 each = 76.78 4 BomberIV @ 8 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.93 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -57.3 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -0.41 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 108 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 76.8 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 2 VorticularCutlassIV @ 4.36 each = 8.73 6 BomberIV @ 8 each = 48 3 FighterIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.93 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -275.07 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -3.6 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.1 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 3 BomberIV @ 8 each = 24 1 CruiserIV @ 8 each = 8 2 InfiltratorIV @ 4.8 each = 9.6 1 FighterIV @ 8 each = 8 1 ZenithBeamFrigateIV @ 16 each = 16 1 ZenithChameleonIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.5 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -7.24 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 45.31 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 22.65 totals for planet 68 (Gincha); count: 25, strength: 212 totals for planet 46 (Durbuzing); count: 6, strength: 393.16 totals for planet 67 (Sicillu); count: 14, strength: 112 totals for planet 69 (Versekwig); count: 20, strength: 108.78 totals for planet 98 (Nomad 2); count: 11, strength: 80.73 totals for planet 97 (Nomad 1); count: 9, strength: 73.6 totals for FighterII; count: 18, strength: 72 totals for EyeBotII; count: 5, strength: 40 totals for BomberII; count: 1, strength: 4 totals for TranslocatorGuardian; count: 1, strength: 96 totals for BomberIV; count: 14, strength: 112 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for EyeBotIV; count: 1, strength: 16 totals for VorticularCutlassIV; count: 3, strength: 13.09 totals for AIGuardianSniperIII; count: 1, strength: 288 totals for FighterIV; count: 18, strength: 144 totals for InfiltratorIV; count: 18, strength: 86.38 totals for CruiserIV; count: 1, strength: 8 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for ZenithChameleonIV; count: 1, strength: 8 == grand totals; count: 85, strength: 980.27 7/28/2014 3:54:16 PM (7.047) 7:05:09 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 217 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 33.19 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.8 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 68.5 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 68.5 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.65 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 45.31 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -0.46 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 41 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 109.89 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 18 FighterII @ 4 each = 72 5 EyeBotII @ 8 each = 40 1 BomberII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.11 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 57.13 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniper, AIGuardianArtillery, AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 TranslocatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -38.87 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -11.64 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 101 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 98.62 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 BomberIV @ 8 each = 8 2 SpireMiniRamIV @ 38.4 each = 76.8 1 EyeBotIV @ 16 each = 16 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 58.17 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 7 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianSniperIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -229.83 remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -5.9 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 194 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 104.37 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked 14 FighterIV @ 8 each = 112 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -143.41 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -2.41 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 226 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 107.85 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 16 InfiltratorIV @ 4.8 each = 76.78 4 BomberIV @ 8 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.93 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -57.3 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -0.41 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 108 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 76.8 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 2 VorticularCutlassIV @ 4.36 each = 8.73 6 BomberIV @ 8 each = 48 3 FighterIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.93 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -275.07 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -3.6 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 68.1 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 3 BomberIV @ 8 each = 24 1 CruiserIV @ 8 each = 8 2 InfiltratorIV @ 4.8 each = 9.6 1 FighterIV @ 8 each = 8 1 ZenithBeamFrigateIV @ 16 each = 16 1 ZenithChameleonIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.5 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -7.24 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 45.31 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 22.65 totals for planet 68 (Gincha); count: 25, strength: 212 totals for planet 46 (Durbuzing); count: 6, strength: 393.16 totals for planet 67 (Sicillu); count: 14, strength: 112 totals for planet 69 (Versekwig); count: 20, strength: 108.78 totals for planet 98 (Nomad 2); count: 11, strength: 80.73 totals for planet 97 (Nomad 1); count: 9, strength: 73.6 totals for FighterII; count: 18, strength: 72 totals for EyeBotII; count: 5, strength: 40 totals for BomberII; count: 1, strength: 4 totals for TranslocatorGuardian; count: 1, strength: 96 totals for BomberIV; count: 14, strength: 112 totals for SpireMiniRamIV; count: 2, strength: 76.8 totals for EyeBotIV; count: 1, strength: 16 totals for VorticularCutlassIV; count: 3, strength: 13.09 totals for AIGuardianSniperIII; count: 1, strength: 288 totals for FighterIV; count: 18, strength: 144 totals for InfiltratorIV; count: 18, strength: 86.38 totals for CruiserIV; count: 1, strength: 8 totals for ZenithBeamFrigateIV; count: 1, strength: 16 totals for ZenithChameleonIV; count: 1, strength: 8 == grand totals; count: 85, strength: 980.27 7/28/2014 3:58:52 PM (7.047) 7:09:14 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 217 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 33.19 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.8 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 68.5 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 68.5 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 68.5 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 50.34 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -6.11 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 116.51 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 19 FighterII @ 4 each = 76 5 EyeBotII @ 8 each = 40 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 43.51 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 SpireStarshipI @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -148.49 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.82 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 119.8 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 21 VorticularCutlassIII @ 3.27 each = 68.72 8 Cruiser @ 6 each = 48 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.92 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -49.29 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -7.63 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 185 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 114.9 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 1 SpireTractorPlatformIV @ 153.6 each = 153.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -38.7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -61.09 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -6.54 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 94 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.99 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 7 ParasiteIV @ 16 each = 112 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.01 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -147.51 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -0.93 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 121.6 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 9 InfiltratorIV @ 4.8 each = 43.19 1 EyeBotIV @ 16 each = 16 8 BomberIV @ 8 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.59 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 25.03 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -262.97 remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 50.34 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 25.17 totals for planet 68 (Gincha); count: 27, strength: 316 totals for planet 70 (Lauoritin); count: 30, strength: 122.72 totals for planet 67 (Sicillu); count: 1, strength: 153.6 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 69 (Versekwig); count: 19, strength: 411.19 totals for FighterII; count: 19, strength: 76 totals for EyeBotII; count: 5, strength: 40 totals for BomberII; count: 2, strength: 8 totals for SpireStarshipI; count: 1, strength: 192 totals for VorticularCutlassIII; count: 21, strength: 68.72 totals for Cruiser; count: 8, strength: 48 totals for FighterIII; count: 1, strength: 6 totals for SpireTractorPlatformIV; count: 1, strength: 153.6 totals for ParasiteIV; count: 7, strength: 112 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for InfiltratorIV; count: 9, strength: 43.19 totals for EyeBotIV; count: 1, strength: 16 totals for BomberIV; count: 8, strength: 64 totals for AIGuardianSpiderIII; count: 1, strength: 288 == grand totals; count: 85, strength: 1131.51 7/28/2014 3:58:52 PM (7.047) 7:09:14 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 217 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) (outnumbered, +2000) reinforce priority = 2000 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.31 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 33.19 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.8 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 68.5 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 68.5 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 68.5 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 50.34 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -6.11 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 15 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 116.51 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 19 FighterII @ 4 each = 76 5 EyeBotII @ 8 each = 40 2 BomberII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 43.51 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 SpireStarshipI @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -148.49 remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Lauoritin (#70) planet.CurrentFleetshipReinforcementBalance = -2.82 Reinforcement focus types: Cutlass,Cruiser,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 13 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 122.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 122.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 119.8 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, Cruiser, Cruiser, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 21 VorticularCutlassIII @ 3.27 each = 68.72 8 Cruiser @ 6 each = 48 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.92 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.38 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -49.29 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -7.63 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 185 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 114.9 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, ParasiteIV, ParasiteIV, ParasiteIV, SpireTractorPlatformIV ** Picked 1 SpireTractorPlatformIV @ 153.6 each = 153.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -38.7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -61.09 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -6.54 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 94 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 115.99 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, ParasiteIV, SentinelFrigateIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV, SpireTeleportingLeechIV ** Picked 7 ParasiteIV @ 16 each = 112 1 SpireTeleportingLeechIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.01 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -147.51 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -0.93 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 205 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 61.31 reinforcementFleetShipBudget *= multiplierFromPriority = 61.31 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.31 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 122.53 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 121.6 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 9 InfiltratorIV @ 4.8 each = 43.19 1 EyeBotIV @ 16 each = 16 8 BomberIV @ 8 each = 64 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.59 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 122.53 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 82.32 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 25.03 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 6 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 8 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianFlakIII, AIGuardianEMPIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -262.97 remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 50.34 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 25.17 totals for planet 68 (Gincha); count: 27, strength: 316 totals for planet 70 (Lauoritin); count: 30, strength: 122.72 totals for planet 67 (Sicillu); count: 1, strength: 153.6 totals for planet 46 (Durbuzing); count: 8, strength: 128 totals for planet 69 (Versekwig); count: 19, strength: 411.19 totals for FighterII; count: 19, strength: 76 totals for EyeBotII; count: 5, strength: 40 totals for BomberII; count: 2, strength: 8 totals for SpireStarshipI; count: 1, strength: 192 totals for VorticularCutlassIII; count: 21, strength: 68.72 totals for Cruiser; count: 8, strength: 48 totals for FighterIII; count: 1, strength: 6 totals for SpireTractorPlatformIV; count: 1, strength: 153.6 totals for ParasiteIV; count: 7, strength: 112 totals for SpireTeleportingLeechIV; count: 1, strength: 16 totals for InfiltratorIV; count: 9, strength: 43.19 totals for EyeBotIV; count: 1, strength: 16 totals for BomberIV; count: 8, strength: 64 totals for AIGuardianSpiderIII; count: 1, strength: 288 == grand totals; count: 85, strength: 1131.51 7/28/2014 3:59:00 PM (7.047) 7:09:22 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 217 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 33.19 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.8 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 68.5 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 68.5 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.65 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 45.31 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -7.49 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 42 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 102.85 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 14 FighterII @ 4 each = 56 2 BomberII @ 4 each = 8 5 EyeBotII @ 8 each = 40 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -74.35 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -12.01 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 101 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 98.26 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 3 InfiltratorIV @ 4.8 each = 14.4 1 CruiserIV @ 8 each = 8 3 FighterIV @ 8 each = 24 1 SpireMiniRamIV @ 38.4 each = 38.4 1 ZenithChameleonIV @ 8 each = 8 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -73.42 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -38.7 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 192 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.56 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked 9 FighterIV @ 8 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 13 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 9 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianWarpGateIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -275 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -1.59 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 224 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 108.68 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 16 InfiltratorIV @ 4.8 each = 76.78 2 BomberIV @ 8 each = 16 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.1 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -188.89 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -3.93 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 119 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.28 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 InfiltratorIV @ 4.8 each = 4.8 2 FighterIV @ 8 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.92 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -223.2 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -5.5 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.2 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 ZenithChameleonIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 1 CruiserIV @ 8 each = 8 1 InfiltratorIV @ 4.8 each = 4.8 1 VorticularCutlassIV @ 4.36 each = 4.36 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.36 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 40.93 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianSniperIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -247.07 remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 45.31 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 22.65 totals for planet 68 (Gincha); count: 21, strength: 104 totals for planet 46 (Durbuzing); count: 10, strength: 108.79 totals for planet 67 (Sicillu); count: 10, strength: 360 totals for planet 69 (Versekwig); count: 19, strength: 108.78 totals for planet 98 (Nomad 2); count: 5, strength: 75.2 totals for planet 97 (Nomad 1); count: 7, strength: 367.56 totals for FighterII; count: 14, strength: 56 totals for BomberII; count: 2, strength: 8 totals for EyeBotII; count: 5, strength: 40 totals for InfiltratorIV; count: 21, strength: 100.78 totals for CruiserIV; count: 2, strength: 16 totals for FighterIV; count: 14, strength: 112 totals for SpireMiniRamIV; count: 3, strength: 115.2 totals for ZenithChameleonIV; count: 2, strength: 16 totals for EyeBotIV; count: 2, strength: 32 totals for AIGuardianWarpGateIII; count: 1, strength: 288 totals for BomberIV; count: 2, strength: 16 totals for ZenithBeamFrigateIV; count: 2, strength: 32 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for AIGuardianSniperIII; count: 1, strength: 288 == grand totals; count: 72, strength: 1124.33 7/28/2014 3:59:00 PM (7.047) 7:09:22 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 217 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 7 Effective reinforcement AIP capped at 200 + (the extra * 20% * the number of completed spire city hubs:200 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 46 (Durbuzing) (alerted) (core, +300) reinforce priority = 300 67 (Sicillu) (alerted) (core, +300) reinforce priority = 300 69 (Versekwig) (alerted) (core, +300) reinforce priority = 300 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 97 (Nomad 1) (alerted) (nomad, +100) reinforce priority = 100 59 (Tusasno) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 66 (Therdespo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 73 (Uvick) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 70 (Lauoritin) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 72 (Dredera) (alerted) reinforce priority = 0 68 (Gincha) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (41 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 32 baseReinforcementFleetShipBudget *= 0.175 = 5.59 baseReinforcementFleetShipBudget must be at most 35; = 5.59 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 61.31 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 61.31 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 55.17 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 33.19 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 5.8 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 68.5 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 68.5 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 61.65 **** reinforcementBudgetToRedirectToOtherThings += ( uncappedAIPReinforcementFleetShipBudget - baseReinforcementFleetShipBudget ) * numberOfReinforcements = 45.31 = Trying to reinforce Gincha (#68) planet.CurrentFleetshipReinforcementBalance = -7.49 Reinforcement focus types: Fighter,Eye_Bot,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 42 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 110.35 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 110.35 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.35 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 102.85 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, ZenithChameleonII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, BomberII, EyeBotII, EyeBotII, EyeBotII ** Picked 14 FighterII @ 4 each = 56 2 BomberII @ 4 each = 8 5 EyeBotII @ 8 each = 40 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.35 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -74.35 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 5 = Trying to reinforce Durbuzing (#46) planet.CurrentFleetshipReinforcementBalance = -12.01 Reinforcement focus types: Parasite,SpireTeleportingLeech,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 101 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 98.26 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 3 InfiltratorIV @ 4.8 each = 14.4 1 CruiserIV @ 8 each = 8 3 FighterIV @ 8 each = 24 1 SpireMiniRamIV @ 38.4 each = 38.4 1 ZenithChameleonIV @ 8 each = 8 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -73.42 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 4 = Trying to reinforce Sicillu (#67) planet.CurrentFleetshipReinforcementBalance = -38.7 Reinforcement focus types: Fighter,Parasite,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 192 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 71.56 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV ** Picked 9 FighterIV @ 8 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 13 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 11 currentGuardianCount: 9 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianWarpGateIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -275 remainingReinforcements -= multiplierFromPriority = 3 = Trying to reinforce Versekwig (#69) planet.CurrentFleetshipReinforcementBalance = -1.59 Reinforcement focus types: Infiltrator,Bomber,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 11 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 224 populationCap = numberOfGuardables = 11 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 1100 since planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet, maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxCoreOrHome = 1000 populationCap = Min(populationCap,maximum) = 1000 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here since FromPlanet is core or homeworld, AITechLevel = 4 multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 110.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 108.68 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : BomberIV, BomberIV, BomberIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, InfiltratorIV, EyeBotIV ** Picked 16 InfiltratorIV @ 4.8 each = 76.78 2 BomberIV @ 8 each = 16 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.1 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 110.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 74.08 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -188.89 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -3.93 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 119 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 77.21 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 73.28 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 InfiltratorIV @ 4.8 each = 4.8 2 FighterIV @ 8 each = 16 1 SpireMiniRamIV @ 38.4 each = 38.4 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.92 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 77.21 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 51.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -223.2 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 1 (#97) planet.CurrentFleetshipReinforcementBalance = -5.5 Reinforcement focus types: NeinzulScapegoat,SpireBladeSpawner,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 75 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 55.17 reinforcementFleetShipBudget *= multiplierFromPriority = 55.17 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.17 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 71.7 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.2 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, ZenithChameleonIV, SpireMiniRamIV ** Picked 1 ZenithChameleonIV @ 8 each = 8 1 SpireMiniRamIV @ 38.4 each = 38.4 1 CruiserIV @ 8 each = 8 1 InfiltratorIV @ 4.8 each = 4.8 1 VorticularCutlassIV @ 4.36 each = 4.36 1 ZenithBeamFrigateIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.36 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 71.7 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 48.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 40.93 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSniperIII, AIGuardianArtilleryIII, AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianSniperIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -247.07 remainingReinforcements -= multiplierFromPriority = 0 **** total resulting reinforcementBudgetToRedirectToOtherThings = 45.31 reinforcementBudgetToRedirectToOtherThings *= difficultyFactor = 22.65 totals for planet 68 (Gincha); count: 21, strength: 104 totals for planet 46 (Durbuzing); count: 10, strength: 108.79 totals for planet 67 (Sicillu); count: 10, strength: 360 totals for planet 69 (Versekwig); count: 19, strength: 108.78 totals for planet 98 (Nomad 2); count: 5, strength: 75.2 totals for planet 97 (Nomad 1); count: 7, strength: 367.56 totals for FighterII; count: 14, strength: 56 totals for BomberII; count: 2, strength: 8 totals for EyeBotII; count: 5, strength: 40 totals for InfiltratorIV; count: 21, strength: 100.78 totals for CruiserIV; count: 2, strength: 16 totals for FighterIV; count: 14, strength: 112 totals for SpireMiniRamIV; count: 3, strength: 115.2 totals for ZenithChameleonIV; count: 2, strength: 16 totals for EyeBotIV; count: 2, strength: 32 totals for AIGuardianWarpGateIII; count: 1, strength: 288 totals for BomberIV; count: 2, strength: 16 totals for ZenithBeamFrigateIV; count: 2, strength: 32 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for AIGuardianSniperIII; count: 1, strength: 288 == grand totals; count: 72, strength: 1124.33 7/29/2014 6:08:53 PM (7.047) 0:25:15 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 169 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 50 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 1 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 79 (Niusboom) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 baseReinforcementFleetShipBudget *= 0.175 = 3.76 baseReinforcementFleetShipBudget must be at most 35; = 3.76 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 11.8 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 3.76 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 11.8 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 51 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 11.8 reinforcementFleetShipBudget *= multiplierFromPriority = 11.8 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 11.8 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 16.52 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 16.52 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 Cruiser @ 6 each = 6 1 EyeBotIII @ 12 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.48 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 16.52 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.1 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 11.1 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 Game is before the 40-minute mark, so we can't pick starships this time. maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianWarpGateII ** Picked 1 AIGuardianRaiderII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -180.9 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 47 (Ooryae); count: 3, strength: 210 totals for Cruiser; count: 1, strength: 6 totals for EyeBotIII; count: 1, strength: 12 totals for AIGuardianRaiderII; count: 1, strength: 192 == grand totals; count: 3, strength: 210 7/29/2014 6:08:53 PM (7.047) 0:25:15 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 169 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 50 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 1 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 79 (Niusboom) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 baseReinforcementFleetShipBudget *= 0.175 = 3.76 baseReinforcementFleetShipBudget must be at most 35; = 3.76 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 11.8 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 3.76 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 11.8 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 51 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 11.8 reinforcementFleetShipBudget *= multiplierFromPriority = 11.8 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 11.8 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 16.52 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 16.52 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 Cruiser @ 6 each = 6 1 EyeBotIII @ 12 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.48 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 16.52 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.1 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 11.1 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 Game is before the 40-minute mark, so we can't pick starships this time. maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianWarpGateII ** Picked 1 AIGuardianRaiderII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -180.9 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 47 (Ooryae); count: 3, strength: 210 totals for Cruiser; count: 1, strength: 6 totals for EyeBotIII; count: 1, strength: 12 totals for AIGuardianRaiderII; count: 1, strength: 192 == grand totals; count: 3, strength: 210 7/29/2014 6:08:55 PM (7.047) 0:25:17 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 171 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 50 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 1 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 79 (Niusboom) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 baseReinforcementFleetShipBudget *= 0.175 = 3.76 baseReinforcementFleetShipBudget must be at most 35; = 3.76 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 13.12 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 3.76 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 13.12 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -1.48 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 54 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 13.12 reinforcementFleetShipBudget *= multiplierFromPriority = 13.12 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 13.12 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 18.36 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 16.87 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, ShieldBoosterIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII ** Picked 1 ShieldBoosterIII @ 30.32 each = 30.32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 18.36 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 12.33 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -168.57 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 47 (Ooryae); count: 1, strength: 30.32 totals for ShieldBoosterIII; count: 1, strength: 30.32 == grand totals; count: 1, strength: 30.32 7/29/2014 6:08:55 PM (7.047) 0:25:17 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 171 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 50 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 1 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 79 (Niusboom) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 baseReinforcementFleetShipBudget *= 0.175 = 3.76 baseReinforcementFleetShipBudget must be at most 35; = 3.76 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 13.12 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 3.76 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 13.12 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -1.48 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 54 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 13.12 reinforcementFleetShipBudget *= multiplierFromPriority = 13.12 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 13.12 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 18.36 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 16.87 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, ShieldBoosterIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII ** Picked 1 ShieldBoosterIII @ 30.32 each = 30.32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 18.36 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 12.33 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -168.57 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 47 (Ooryae); count: 1, strength: 30.32 totals for ShieldBoosterIII; count: 1, strength: 30.32 == grand totals; count: 1, strength: 30.32 7/29/2014 6:15:40 PM (7.047) 0:29:28 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 50 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 1 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (68 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 baseReinforcementFleetShipBudget *= 0.175 = 3.76 baseReinforcementFleetShipBudget must be at most 35; = 3.76 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 11.8 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 3.76 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 11.8 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 11.8 reinforcementFleetShipBudget *= multiplierFromPriority = 11.8 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 11.8 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 16.52 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 16.52 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.28 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 16.52 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.1 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 11.1 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 Game is before the 40-minute mark, so we can't pick starships this time. maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianWarpGateII ** Picked 1 AIGuardianRaiderII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -180.9 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 220.8 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for AIGuardianRaiderII; count: 1, strength: 192 == grand totals; count: 2, strength: 220.8 7/29/2014 6:15:40 PM (7.047) 0:29:28 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 50 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 1 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (68 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 baseReinforcementFleetShipBudget *= 0.175 = 3.76 baseReinforcementFleetShipBudget must be at most 35; = 3.76 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 11.8 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 3.76 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 11.8 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 11.8 reinforcementFleetShipBudget *= multiplierFromPriority = 11.8 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 11.8 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 16.52 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 16.52 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.28 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 16.52 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.1 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 11.1 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 Game is before the 40-minute mark, so we can't pick starships this time. maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianWarpGateII ** Picked 1 AIGuardianRaiderII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -180.9 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 220.8 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for AIGuardianRaiderII; count: 1, strength: 192 == grand totals; count: 2, strength: 220.8 7/29/2014 6:15:43 PM (7.047) 0:29:31 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 50 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 1 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (68 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 baseReinforcementFleetShipBudget *= 0.175 = 3.76 baseReinforcementFleetShipBudget must be at most 35; = 3.76 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 13.12 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 3.76 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 13.12 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -13.44 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 38 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 13.12 reinforcementFleetShipBudget *= multiplierFromPriority = 13.12 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 13.12 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 17.05 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 3.6 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, ShieldBoosterIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII ** Picked 1 ZenithReprocessorIII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -68.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 17.05 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.45 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -157.12 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 47 (Ooryae); count: 1, strength: 72 totals for ZenithReprocessorIII; count: 1, strength: 72 == grand totals; count: 1, strength: 72 7/29/2014 6:15:43 PM (7.047) 0:29:31 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 50 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 1 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (68 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 baseReinforcementFleetShipBudget *= 0.175 = 3.76 baseReinforcementFleetShipBudget must be at most 35; = 3.76 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 13.12 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 3.76 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 13.12 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -13.44 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 38 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 13.12 reinforcementFleetShipBudget *= multiplierFromPriority = 13.12 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 13.12 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 17.05 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 3.6 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, ShieldBoosterIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII ** Picked 1 ZenithReprocessorIII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -68.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 17.05 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.45 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -157.12 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 47 (Ooryae); count: 1, strength: 72 totals for ZenithReprocessorIII; count: 1, strength: 72 == grand totals; count: 1, strength: 72 7/29/2014 6:21:01 PM (7.047) 0:33:41 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 50 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 1 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (68 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 baseReinforcementFleetShipBudget *= 0.175 = 3.76 baseReinforcementFleetShipBudget must be at most 35; = 3.76 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 11.8 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 3.76 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 11.8 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -4.56 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 11.8 reinforcementFleetShipBudget *= multiplierFromPriority = 11.8 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 11.8 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 16.52 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 11.95 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -16.84 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 16.52 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.1 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -173.49 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 1, strength: 28.8 7/29/2014 6:21:01 PM (7.047) 0:33:41 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 50 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 1 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (68 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 baseReinforcementFleetShipBudget *= 0.175 = 3.76 baseReinforcementFleetShipBudget must be at most 35; = 3.76 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 11.8 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 3.76 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 11.8 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -4.56 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 11.8 reinforcementFleetShipBudget *= multiplierFromPriority = 11.8 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 11.8 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 16.52 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 11.95 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -16.84 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 16.52 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.1 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -173.49 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 1, strength: 28.8 7/29/2014 6:21:04 PM (7.047) 0:33:44 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 50 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 1 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (68 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 baseReinforcementFleetShipBudget *= 0.175 = 3.76 baseReinforcementFleetShipBudget must be at most 35; = 3.76 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 13.12 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 3.76 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 13.12 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 13.12 reinforcementFleetShipBudget *= multiplierFromPriority = 13.12 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 13.12 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 17.05 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 17.05 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -54.95 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 17.05 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.45 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 11.45 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 Game is before the 40-minute mark, so we can't pick starships this time. maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 1 called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -84.55 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 2, strength: 168 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for AIGuardianVampire; count: 1, strength: 96 == grand totals; count: 2, strength: 168 7/29/2014 6:21:04 PM (7.047) 0:33:44 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 50 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 1 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (68 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 baseReinforcementFleetShipBudget *= 0.175 = 3.76 baseReinforcementFleetShipBudget must be at most 35; = 3.76 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 13.12 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 21.5 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 3.76 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 13.12 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 13.12 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 13.12 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 44 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 13.12 reinforcementFleetShipBudget *= multiplierFromPriority = 13.12 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 13.12 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 17.05 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 17.05 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -54.95 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 17.05 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.45 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 11.45 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 Game is before the 40-minute mark, so we can't pick starships this time. maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 1 called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -84.55 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 2, strength: 168 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for AIGuardianVampire; count: 1, strength: 96 == grand totals; count: 2, strength: 168 7/29/2014 6:28:14 PM (7.047) 0:37:53 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 70 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 22.9 baseReinforcementFleetShipBudget *= 0.175 = 4 baseReinforcementFleetShipBudget must be at most 35; = 4 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 17.96 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 17.96 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.16 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 22.9 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 17.96 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 17.96 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.16 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -68.4 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 2 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 55 populationCap = numberOfGuardables = 2 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 200 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.16 reinforcementFleetShipBudget *= multiplierFromPriority = 16.16 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.16 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 17.77 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -50.62 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -50.62 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 17.77 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -145.18 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -12.28 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.16 reinforcementFleetShipBudget *= multiplierFromPriority = 16.16 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.16 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 22.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 10.33 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 FighterIII @ 6 each = 6 1 EyeBotIII @ 12 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 22.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.19 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -165.71 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 18 totals for FighterIII; count: 1, strength: 6 totals for EyeBotIII; count: 1, strength: 12 == grand totals; count: 2, strength: 18 7/29/2014 6:28:14 PM (7.047) 0:37:53 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 70 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 22.9 baseReinforcementFleetShipBudget *= 0.175 = 4 baseReinforcementFleetShipBudget must be at most 35; = 4 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 17.96 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 17.96 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.16 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 22.9 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 17.96 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 17.96 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.16 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -68.4 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 2 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 55 populationCap = numberOfGuardables = 2 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 200 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.16 reinforcementFleetShipBudget *= multiplierFromPriority = 16.16 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.16 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 17.77 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -50.62 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -50.62 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 17.77 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -145.18 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -12.28 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.16 reinforcementFleetShipBudget *= multiplierFromPriority = 16.16 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.16 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 22.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 10.33 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 FighterIII @ 6 each = 6 1 EyeBotIII @ 12 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 22.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.19 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -165.71 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 18 totals for FighterIII; count: 1, strength: 6 totals for EyeBotIII; count: 1, strength: 12 == grand totals; count: 2, strength: 18 7/29/2014 6:28:32 PM (7.047) 0:37:56 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 70 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 22.9 baseReinforcementFleetShipBudget *= 0.175 = 4 baseReinforcementFleetShipBudget must be at most 35; = 4 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 17.96 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 17.96 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 17.96 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 22.9 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 17.96 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 17.96 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 17.96 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -50.62 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 2 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 2 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 200 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 17.96 reinforcementFleetShipBudget *= multiplierFromPriority = 17.96 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 17.96 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 19.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -30.87 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, ShieldBoosterIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -30.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 19.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 13.27 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -131.91 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -7.67 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 113 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 17.96 reinforcementFleetShipBudget *= multiplierFromPriority = 17.96 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 17.96 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.13 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 17.47 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 5 EtherJetIII @ 4 each = 20 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.53 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.13 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -148.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 5, strength: 20 totals for EtherJetIII; count: 5, strength: 20 == grand totals; count: 5, strength: 20 7/29/2014 6:28:32 PM (7.047) 0:37:56 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 70 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 22.9 baseReinforcementFleetShipBudget *= 0.175 = 4 baseReinforcementFleetShipBudget must be at most 35; = 4 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 17.96 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 17.96 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 17.96 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 22.9 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 17.96 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 17.96 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 17.96 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -50.62 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 2 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 2 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 200 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 17.96 reinforcementFleetShipBudget *= multiplierFromPriority = 17.96 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 17.96 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 19.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -30.87 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, ShieldBoosterIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -30.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 19.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 13.27 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -131.91 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -7.67 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 113 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 17.96 reinforcementFleetShipBudget *= multiplierFromPriority = 17.96 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 17.96 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.13 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 17.47 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 5 EtherJetIII @ 4 each = 20 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.53 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.13 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.88 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -148.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 5, strength: 20 totals for EtherJetIII; count: 5, strength: 20 == grand totals; count: 5, strength: 20 7/29/2014 6:33:20 PM (7.047) 0:42:05 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -54.95 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 45 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 21.6 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -33.36 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -33.36 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 21.6 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 14.51 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -70.04 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -2.53 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.73 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.07 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -133.2 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 1, strength: 28.8 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 1, strength: 28.8 7/29/2014 6:33:20 PM (7.047) 0:42:05 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -54.95 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 45 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 21.6 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -33.36 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -33.36 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 21.6 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 14.51 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -70.04 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -2.53 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.73 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.07 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -133.2 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 1, strength: 28.8 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 1, strength: 28.8 7/29/2014 6:33:23 PM (7.047) 0:42:08 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -8.07 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 17.78 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -155.02 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -115.84 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -7.64 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 18.21 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 EyeBotII @ 8 each = 16 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -16.99 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -54.75 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 1, strength: 172.8 totals for planet 86 (Bingafr); count: 3, strength: 35.2 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for EyeBotII; count: 2, strength: 16 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 4, strength: 208 7/29/2014 6:33:23 PM (7.047) 0:42:08 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -8.07 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 17.78 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -155.02 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -115.84 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -7.64 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 18.21 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 EyeBotII @ 8 each = 16 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -16.99 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -54.75 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 1, strength: 172.8 totals for planet 86 (Bingafr); count: 3, strength: 35.2 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for EyeBotII; count: 2, strength: 16 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 4, strength: 208 7/29/2014 6:38:08 PM (7.047) 0:46:18 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -30.87 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 16.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -14.25 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.25 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 16.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -120.74 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -16.84 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 6.41 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 FighterIII @ 6 each = 6 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -28.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -157.86 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 2, strength: 34.8 totals for FighterIII; count: 1, strength: 6 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 2, strength: 34.8 7/29/2014 6:38:08 PM (7.047) 0:46:18 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -30.87 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 16.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -14.25 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.25 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 16.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -120.74 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -16.84 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 6.41 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 FighterIII @ 6 each = 6 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -28.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -157.86 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 2, strength: 34.8 totals for FighterIII; count: 1, strength: 6 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 2, strength: 34.8 7/29/2014 6:38:12 PM (7.047) 0:46:22 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -14.25 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 18.47 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 4.22 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, ShieldBoosterIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII ** Picked 1 ZenithReprocessorIII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -67.78 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 18.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 12.41 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -108.33 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -28.39 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 69 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -2.54 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -140.5 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 47 (Ooryae); count: 1, strength: 72 totals for ZenithReprocessorIII; count: 1, strength: 72 == grand totals; count: 1, strength: 72 7/29/2014 6:38:12 PM (7.047) 0:46:22 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -14.25 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 18.47 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 4.22 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, ShieldBoosterIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII ** Picked 1 ZenithReprocessorIII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -67.78 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 18.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 12.41 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -108.33 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -28.39 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 69 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -2.54 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -140.5 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 47 (Ooryae); count: 1, strength: 72 totals for ZenithReprocessorIII; count: 1, strength: 72 == grand totals; count: 1, strength: 72 7/29/2014 6:42:21 PM (7.047) 0:50:31 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -67.78 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 16.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -51.16 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -51.16 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 16.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -97.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -16.99 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 6.27 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 1 MissileShipII @ 4 each = 4 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.73 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -39.12 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 2, strength: 12 totals for MissileShipII; count: 1, strength: 4 totals for EyeBotII; count: 1, strength: 8 == grand totals; count: 2, strength: 12 7/29/2014 6:42:21 PM (7.047) 0:50:31 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -67.78 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 16.62 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -51.16 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -51.16 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 16.62 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 11.17 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -97.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -16.99 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 6.27 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 1 MissileShipII @ 4 each = 4 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.73 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -39.12 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 2, strength: 12 totals for MissileShipII; count: 1, strength: 4 totals for EyeBotII; count: 1, strength: 8 == grand totals; count: 2, strength: 12 7/29/2014 6:42:23 PM (7.047) 0:50:33 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -51.16 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 18.47 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -32.69 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, ShieldBoosterIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -32.69 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 18.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 12.41 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -84.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -155.02 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -129.18 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -129.18 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -98.47 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 == grand totals; count: 0, strength: 0 7/29/2014 6:42:23 PM (7.047) 0:50:33 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Ooryae (#47) planet.CurrentFleetshipReinforcementBalance = -51.16 Reinforcement focus types: ZenithReprocessor,EtherJet,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 18.47 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -32.69 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, ShieldBoosterIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII, ZenithReprocessorIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -32.69 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 18.47 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 12.41 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -84.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -155.02 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -129.18 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -129.18 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -98.47 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 == grand totals; count: 0, strength: 0 7/29/2014 6:49:00 PM (7.047) 0:54:43 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -33.36 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 45 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 21.6 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -11.76 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.76 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 21.6 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 14.51 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -55.53 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -129.18 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -105.92 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -105.92 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -82.85 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 == grand totals; count: 0, strength: 0 7/29/2014 6:49:00 PM (7.047) 0:54:43 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -33.36 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 45 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 21.6 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -11.76 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.76 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 21.6 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 14.51 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -55.53 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -129.18 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -105.92 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -105.92 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -82.85 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 == grand totals; count: 0, strength: 0 7/29/2014 6:49:04 PM (7.047) 0:54:47 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -5.73 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.11 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 EyeBotII @ 8 each = 16 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -21.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -2.54 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.31 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -123.14 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 3, strength: 35.2 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for EyeBotII; count: 2, strength: 16 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 4, strength: 64 7/29/2014 6:49:04 PM (7.047) 0:54:47 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -5.73 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.11 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 EyeBotII @ 8 each = 16 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -21.76 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -2.54 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.31 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -123.14 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 3, strength: 35.2 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for EyeBotII; count: 2, strength: 16 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 4, strength: 64 7/29/2014 6:53:31 PM (7.047) 0:58:56 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -11.76 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 49 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 21.6 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 9.84 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 1 VorticularCutlassII @ 2.18 each = 2.18 2 FighterII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.34 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 21.6 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 14.51 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -41.02 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -5.49 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 17.77 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -107.51 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 3, strength: 10.18 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for FighterII; count: 2, strength: 8 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 4, strength: 38.98 7/29/2014 6:53:31 PM (7.047) 0:58:56 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -11.76 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 49 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 21.6 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 9.84 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 1 VorticularCutlassII @ 2.18 each = 2.18 2 FighterII @ 4 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.34 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 21.6 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 14.51 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -41.02 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -5.49 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 17.77 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -107.51 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 3, strength: 10.18 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for FighterII; count: 2, strength: 8 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 4, strength: 38.98 7/29/2014 6:53:35 PM (7.047) 0:59:00 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -15.09 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 10.76 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 EyeBotII @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.24 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -4.39 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -0.34 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 52 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 24 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.66 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -48.34 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 24 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.13 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -24.89 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 2, strength: 16 totals for planet 33 (Mizing); count: 1, strength: 72 totals for EyeBotII; count: 2, strength: 16 totals for TackleDroneLauncherII; count: 1, strength: 72 == grand totals; count: 3, strength: 88 7/29/2014 6:53:35 PM (7.047) 0:59:00 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -15.09 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 10.76 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 EyeBotII @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.24 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -4.39 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -0.34 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 52 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 24 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.66 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -48.34 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 24 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.13 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -24.89 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 2, strength: 16 totals for planet 33 (Mizing); count: 1, strength: 72 totals for EyeBotII; count: 2, strength: 16 totals for TackleDroneLauncherII; count: 1, strength: 72 == grand totals; count: 3, strength: 88 7/29/2014 6:57:53 PM (7.047) 1:03:09 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -105.92 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -82.66 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -82.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -67.22 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -5.24 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 18.02 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 3 EyeBotII @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.98 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 11.23 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -52.77 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 4, strength: 88 totals for EyeBotII; count: 3, strength: 24 totals for AIRaidStarship; count: 1, strength: 64 == grand totals; count: 4, strength: 88 7/29/2014 6:57:53 PM (7.047) 1:03:09 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -105.92 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -82.66 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -82.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -67.22 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -5.24 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 18.02 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 3 EyeBotII @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.98 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 11.23 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -52.77 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 4, strength: 88 totals for EyeBotII; count: 3, strength: 24 totals for AIRaidStarship; count: 1, strength: 64 == grand totals; count: 4, strength: 88 7/29/2014 6:57:55 PM (7.047) 1:03:11 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -48.34 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 54 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 24 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -24.34 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -24.34 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 24 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.13 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -8.77 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -11.03 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 14.81 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.99 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -90.15 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 1, strength: 28.8 7/29/2014 6:57:55 PM (7.047) 1:03:11 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -48.34 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 54 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 24 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -24.34 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -24.34 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 24 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.13 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -8.77 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -11.03 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 14.81 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -13.99 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -90.15 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 1, strength: 28.8 7/29/2014 7:01:09 PM (7.047) 1:07:21 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -82.66 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -59.4 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -59.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -51.6 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -5.98 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 17.28 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.92 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -37.14 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 1, strength: 19.2 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 1, strength: 19.2 7/29/2014 7:01:09 PM (7.047) 1:07:21 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -82.66 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -59.4 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -59.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -51.6 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -5.98 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 17.28 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.92 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -37.14 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 1, strength: 19.2 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 1, strength: 19.2 7/29/2014 7:01:09 PM (7.047) 1:07:23 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -24.34 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 54 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 24 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -0.34 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.34 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 24 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.13 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 7.36 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -88.64 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -13.99 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 11.86 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -16.94 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -72.79 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 1, strength: 96 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for AIGuardianVampire; count: 1, strength: 96 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 2, strength: 124.8 7/29/2014 7:01:09 PM (7.047) 1:07:23 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -24.34 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 54 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 24 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -0.34 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.34 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 24 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.13 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 7.36 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianVampire @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -88.64 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -13.99 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 11.86 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -16.94 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -72.79 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 1, strength: 96 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for AIGuardianVampire; count: 1, strength: 96 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 2, strength: 124.8 7/29/2014 7:01:54 PM (7.047) 1:11:33 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -1.92 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 21.33 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 3 EyeBotII @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -21.52 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -59.4 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -36.15 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -36.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -35.97 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 3, strength: 24 totals for EyeBotII; count: 3, strength: 24 == grand totals; count: 3, strength: 24 7/29/2014 7:01:54 PM (7.047) 1:11:33 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -1.92 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 21.33 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 3 EyeBotII @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -21.52 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -59.4 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -36.15 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -36.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -35.97 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 3, strength: 24 totals for EyeBotII; count: 3, strength: 24 == grand totals; count: 3, strength: 24 7/29/2014 7:01:55 PM (7.047) 1:11:36 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -36.15 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -10.3 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.3 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -18.61 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -0.34 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 24 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.67 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 AcidSprayerII @ 4 each = 4 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -52.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 24 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.13 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -72.52 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 2, strength: 76 totals for AcidSprayerII; count: 1, strength: 4 totals for TackleDroneLauncherII; count: 1, strength: 72 == grand totals; count: 2, strength: 76 7/29/2014 7:01:55 PM (7.047) 1:11:36 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -36.15 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -10.3 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.3 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -18.61 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -0.34 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 24 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.67 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 AcidSprayerII @ 4 each = 4 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -52.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 24 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.13 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -72.52 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 2, strength: 76 totals for AcidSprayerII; count: 1, strength: 4 totals for TackleDroneLauncherII; count: 1, strength: 72 == grand totals; count: 2, strength: 76 7/29/2014 7:02:41 PM (7.047) 1:15:45 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -16.94 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 6.32 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -22.48 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -57.16 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -10.3 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 12.96 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 VorticularCutlassIII @ 3.27 each = 3.27 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -19.11 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -2.98 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for planet 44 (Shuroadgin); count: 2, strength: 32.07 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for VorticularCutlassIII; count: 1, strength: 3.27 == grand totals; count: 3, strength: 60.87 7/29/2014 7:02:41 PM (7.047) 1:15:45 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -16.94 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 6.32 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -22.48 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -57.16 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -10.3 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 12.96 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 VorticularCutlassIII @ 3.27 each = 3.27 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -19.11 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -2.98 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for planet 44 (Shuroadgin); count: 2, strength: 32.07 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for VorticularCutlassIII; count: 1, strength: 3.27 == grand totals; count: 3, strength: 60.87 7/29/2014 7:02:41 PM (7.047) 1:15:49 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -22.48 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 3.37 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -25.43 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -39.8 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -2.67 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.18 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 3 EyeBotII @ 8 each = 24 1 MissileShipII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.82 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -4.16 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for planet 86 (Bingafr); count: 4, strength: 28 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for EyeBotII; count: 3, strength: 24 totals for MissileShipII; count: 1, strength: 4 == grand totals; count: 5, strength: 56.8 7/29/2014 7:02:41 PM (7.047) 1:15:49 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -22.48 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 3.37 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -25.43 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -39.8 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -2.67 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.18 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 3 EyeBotII @ 8 each = 24 1 MissileShipII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.82 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -4.16 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for planet 86 (Bingafr); count: 4, strength: 28 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for EyeBotII; count: 3, strength: 24 totals for MissileShipII; count: 1, strength: 4 == grand totals; count: 5, strength: 56.8 7/29/2014 7:03:41 PM (7.047) 1:19:57 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -19.11 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 4.15 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -24.65 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 12.64 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 AIRaidStarshipII @ 128 each = 128 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -115.36 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -25.43 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 71 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -2.17 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.17 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -24.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 156.8 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for AIRaidStarshipII; count: 1, strength: 128 == grand totals; count: 2, strength: 156.8 7/29/2014 7:03:41 PM (7.047) 1:19:57 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 16.62 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -19.11 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 4.15 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -24.65 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 12.64 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 AIRaidStarshipII @ 128 each = 128 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -115.36 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -25.43 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 71 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 16.62 reinforcementFleetShipBudget *= multiplierFromPriority = 16.62 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 16.62 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.26 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -2.17 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.17 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.26 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 15.63 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -24.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 156.8 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for AIRaidStarshipII; count: 1, strength: 128 == grand totals; count: 2, strength: 156.8 7/29/2014 7:03:41 PM (7.047) 1:20:02 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -24.65 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 113 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 1.19 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 1 EtherJetIII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -98 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -2.17 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 71 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.67 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.13 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -6.81 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 1, strength: 4 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for EtherJetIII; count: 1, strength: 4 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 2, strength: 32.8 7/29/2014 7:03:41 PM (7.047) 1:20:02 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 72 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 47 (Ooryae) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 baseReinforcementFleetShipBudget *= 0.175 = 4.03 baseReinforcementFleetShipBudget must be at most 35; = 4.03 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 23.04 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.03 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 18.47 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 18.47 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 18.47 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -24.65 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 113 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 1.19 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 1 EtherJetIII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -98 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -2.17 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 71 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 18.47 reinforcementFleetShipBudget *= multiplierFromPriority = 18.47 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 18.47 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.67 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.13 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.36 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -6.81 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 1, strength: 4 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for EtherJetIII; count: 1, strength: 4 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 2, strength: 32.8 7/29/2014 7:04:54 PM (7.047) 1:24:10 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -2.81 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 27.22 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 InfiltratorIII @ 3.6 each = 3.6 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.17 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -77.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -52.33 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -24.45 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -24.45 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -53.78 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 32.4 totals for InfiltratorIII; count: 1, strength: 3.6 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 2, strength: 32.4 7/29/2014 7:04:54 PM (7.047) 1:24:10 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -2.81 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 27.22 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 InfiltratorIII @ 3.6 each = 3.6 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.17 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -77.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -52.33 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -24.45 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -24.45 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -53.78 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 32.4 totals for InfiltratorIII; count: 1, strength: 3.6 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 2, strength: 32.4 7/29/2014 7:04:59 PM (7.047) 1:24:15 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -5.17 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 113 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.2 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 4 EtherJetIII @ 4 each = 16 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -160.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -55.4 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -4.82 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.55 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.85 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 18.26 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -77.74 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 5, strength: 188.8 totals for planet 86 (Bingafr); count: 3, strength: 134.4 totals for EtherJetIII; count: 4, strength: 16 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for AIGuardianSpireImplosion; count: 1, strength: 96 == grand totals; count: 8, strength: 323.19 7/29/2014 7:04:59 PM (7.047) 1:24:15 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -5.17 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 113 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.2 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 4 EtherJetIII @ 4 each = 16 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -160.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -55.4 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -4.82 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 58 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.55 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.85 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 18.26 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -77.74 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 5, strength: 188.8 totals for planet 86 (Bingafr); count: 3, strength: 134.4 totals for EtherJetIII; count: 4, strength: 16 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for AIGuardianSpireImplosion; count: 1, strength: 96 == grand totals; count: 8, strength: 323.19 7/29/2014 7:55:32 PM (7.047) 1:28:21 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -9.85 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 56 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 21.46 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 11.61 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 EyeBotII @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 21.46 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 14.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -63.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -160.6 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 113 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -130.57 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -130.57 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -35.22 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 2, strength: 16 totals for EyeBotII; count: 2, strength: 16 == grand totals; count: 2, strength: 16 7/29/2014 7:55:32 PM (7.047) 1:28:21 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -9.85 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 56 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 21.46 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 11.61 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 EyeBotII @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 21.46 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 14.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -63.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -160.6 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 113 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -130.57 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -130.57 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -35.22 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 2, strength: 16 totals for EyeBotII; count: 2, strength: 16 == grand totals; count: 2, strength: 16 7/29/2014 7:55:40 PM (7.047) 1:28:29 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -4.39 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 52 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 19.46 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 3 EyeBotII @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.02 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -47.3 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -130.57 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -97.2 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -97.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -12.8 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 3, strength: 24 totals for EyeBotII; count: 3, strength: 24 == grand totals; count: 3, strength: 24 7/29/2014 7:55:40 PM (7.047) 1:28:29 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -4.39 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 52 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 19.46 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 3 EyeBotII @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.02 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -47.3 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -130.57 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -97.2 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -97.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -12.8 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 3, strength: 24 totals for EyeBotII; count: 3, strength: 24 == grand totals; count: 3, strength: 24 7/29/2014 8:02:13 PM (7.047) 1:32:35 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -24.45 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 89 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 3.44 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 1 InfiltratorII @ 2.4 each = 2.4 1 FighterII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.96 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -35.05 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -97.2 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -67.17 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -67.17 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 7.37 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianWarpGateII ** Picked 1 AIGuardianWarpGateII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -184.63 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 2, strength: 6.4 totals for planet 44 (Shuroadgin); count: 1, strength: 192 totals for InfiltratorII; count: 1, strength: 2.4 totals for FighterII; count: 1, strength: 4 totals for AIGuardianWarpGateII; count: 1, strength: 192 == grand totals; count: 3, strength: 198.4 7/29/2014 8:02:13 PM (7.047) 1:32:35 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (67 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -24.45 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 89 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 3.44 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 1 InfiltratorII @ 2.4 each = 2.4 1 FighterII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.96 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -35.05 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -97.2 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -67.17 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -67.17 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 7.37 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianWarpGateII ** Picked 1 AIGuardianWarpGateII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -184.63 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 2, strength: 6.4 totals for planet 44 (Shuroadgin); count: 1, strength: 192 totals for InfiltratorII; count: 1, strength: 2.4 totals for FighterII; count: 1, strength: 4 totals for AIGuardianWarpGateII; count: 1, strength: 192 == grand totals; count: 3, strength: 198.4 7/29/2014 8:02:57 PM (7.047) 1:32:41 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 125 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 6 FighterIII @ 6 each = 36 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 FlagshipIV @ 384 each = 384 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -361.58 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -67.17 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -33.8 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -33.8 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -162.21 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 8, strength: 423.27 totals for FighterIII; count: 6, strength: 36 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for FlagshipIV; count: 1, strength: 384 == grand totals; count: 8, strength: 423.27 7/29/2014 8:02:57 PM (7.047) 1:32:41 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 125 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 6 FighterIII @ 6 each = 36 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 FlagshipIV @ 384 each = 384 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -361.58 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -67.17 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -33.8 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -33.8 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -162.21 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 8, strength: 423.27 totals for FighterIII; count: 6, strength: 36 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for FlagshipIV; count: 1, strength: 384 == grand totals; count: 8, strength: 423.27 7/29/2014 8:07:33 PM (7.047) 1:36:47 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) (outnumbered, +2000) reinforce priority = 2000 18 (Tabo) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -4.54 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 43 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 42.92 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.92 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 38.38 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 3 EyeBotII @ 8 each = 24 2 MissileShipII @ 4 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.82 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.83 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -18.46 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 6, strength: 51.2 totals for EyeBotII; count: 3, strength: 24 totals for MissileShipII; count: 2, strength: 8 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 6, strength: 51.2 7/29/2014 8:07:33 PM (7.047) 1:36:47 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) (outnumbered, +2000) reinforce priority = 2000 18 (Tabo) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -4.54 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 43 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 42.92 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.92 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 38.38 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 3 EyeBotII @ 8 each = 24 2 MissileShipII @ 4 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.82 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.83 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -18.46 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 6, strength: 51.2 totals for EyeBotII; count: 3, strength: 24 totals for MissileShipII; count: 2, strength: 8 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 6, strength: 51.2 7/29/2014 8:07:41 PM (7.047) 1:36:55 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) (outnumbered, +2000) reinforce priority = 2000 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -12.82 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 46 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 47.69 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 47.69 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.87 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 1 SpireMiniRamII @ 19.2 each = 19.2 2 EyeBotII @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 47.69 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 32.04 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 13.58 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 SpireStarshipI @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -178.42 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 4, strength: 227.2 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for EyeBotII; count: 2, strength: 16 totals for SpireStarshipI; count: 1, strength: 192 == grand totals; count: 4, strength: 227.2 7/29/2014 8:07:41 PM (7.047) 1:36:55 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) (outnumbered, +2000) reinforce priority = 2000 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -12.82 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 46 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 47.69 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 47.69 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.87 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 1 SpireMiniRamII @ 19.2 each = 19.2 2 EyeBotII @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 47.69 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 32.04 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 13.58 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 1 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 SpireStarshipI @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -178.42 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 4, strength: 227.2 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for EyeBotII; count: 2, strength: 16 totals for SpireStarshipI; count: 1, strength: 192 == grand totals; count: 4, strength: 227.2 7/29/2014 8:12:10 PM (7.047) 1:40:58 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) (outnumbered, +2000) reinforce priority = 2000 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -0.33 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 43 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 42.92 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.92 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 42.59 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 1 SpireMiniRamII @ 19.2 each = 19.2 3 EyeBotII @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.83 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -149.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 4, strength: 43.2 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for EyeBotII; count: 3, strength: 24 == grand totals; count: 4, strength: 43.2 7/29/2014 8:12:10 PM (7.047) 1:40:58 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) (outnumbered, +2000) reinforce priority = 2000 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -0.33 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 43 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 42.92 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.92 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 42.59 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 1 SpireMiniRamII @ 19.2 each = 19.2 3 EyeBotII @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.83 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -149.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 4, strength: 43.2 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for EyeBotII; count: 3, strength: 24 == grand totals; count: 4, strength: 43.2 7/29/2014 8:12:37 PM (7.047) 1:41:08 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -0.61 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 50 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.24 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 1 EyeBotII @ 8 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.96 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.02 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -133.57 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -5.13 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.24 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.56 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 15.61 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpireImplosionII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -176.39 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 2, strength: 27.2 totals for planet 80 (Viuh); count: 2, strength: 220.8 totals for EyeBotII; count: 1, strength: 8 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for AIGuardianSpireImplosionII; count: 1, strength: 192 == grand totals; count: 4, strength: 248 7/29/2014 8:12:37 PM (7.047) 1:41:08 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 2 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 86 (Bingafr) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 86 (Bingafr) (alerted) (enemy strength nontrivial [> 300], +1000) reinforce priority = 1000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Bingafr (#86) planet.CurrentFleetshipReinforcementBalance = -0.61 Reinforcement focus types: Eye_Bot,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 50 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 23.85 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.24 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 1 EyeBotII @ 8 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.96 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 23.85 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 16.02 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -133.57 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -5.13 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.24 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.56 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 15.61 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpireImplosionII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -176.39 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 86 (Bingafr); count: 2, strength: 27.2 totals for planet 80 (Viuh); count: 2, strength: 220.8 totals for EyeBotII; count: 1, strength: 8 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for AIGuardianSpireImplosionII; count: 1, strength: 192 == grand totals; count: 4, strength: 248 7/29/2014 8:18:11 PM (7.047) 1:45:10 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -33.8 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 3.62 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.38 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -137.07 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -5.9 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 125 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 31.51 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 1 Cruiser @ 6 each = 6 4 FighterIII @ 6 each = 24 2 VorticularCutlassIII @ 3.27 each = 6.54 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -336.44 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -2.96 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 107 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 31.79 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 1 InfiltratorII @ 2.4 each = 2.4 1 SpireMiniRamII @ 19.2 each = 19.2 1 BomberII @ 4 each = 4 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -11.7 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 1, strength: 6 totals for planet 12 (Shoergeo); count: 7, strength: 36.54 totals for planet 33 (Mizing); count: 4, strength: 33.6 totals for FighterIII; count: 5, strength: 30 totals for Cruiser; count: 1, strength: 6 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for InfiltratorII; count: 1, strength: 2.4 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for BomberII; count: 1, strength: 4 totals for EyeBotII; count: 1, strength: 8 == grand totals; count: 12, strength: 76.14 7/29/2014 8:18:11 PM (7.047) 1:45:10 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -33.8 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 3.62 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.38 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -137.07 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -5.9 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 125 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 31.51 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 1 Cruiser @ 6 each = 6 4 FighterIII @ 6 each = 24 2 VorticularCutlassIII @ 3.27 each = 6.54 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -336.44 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -2.96 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 107 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 31.79 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 1 InfiltratorII @ 2.4 each = 2.4 1 SpireMiniRamII @ 19.2 each = 19.2 1 BomberII @ 4 each = 4 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -11.7 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 1, strength: 6 totals for planet 12 (Shoergeo); count: 7, strength: 36.54 totals for planet 33 (Mizing); count: 4, strength: 33.6 totals for FighterIII; count: 5, strength: 30 totals for Cruiser; count: 1, strength: 6 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for InfiltratorII; count: 1, strength: 2.4 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for BomberII; count: 1, strength: 4 totals for EyeBotII; count: 1, strength: 8 == grand totals; count: 12, strength: 76.14 7/29/2014 8:18:22 PM (7.047) 1:45:21 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -2.38 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 39.2 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 4 EtherJetIII @ 4 each = 16 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -149.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -109.14 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -1.81 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.8 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -35.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 14.24 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 5 currentGuardianCount >= totalAllowedGuardians, so can't pick guardians called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 DreadnoughtII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -177.76 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -0.56 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 41.02 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -16.58 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -148.46 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 5, strength: 188.8 totals for planet 33 (Mizing); count: 2, strength: 264 totals for planet 80 (Viuh); count: 2, strength: 57.6 totals for EtherJetIII; count: 4, strength: 16 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for DreadnoughtII; count: 1, strength: 192 totals for SpireMiniRamIII; count: 2, strength: 57.6 == grand totals; count: 9, strength: 510.39 7/29/2014 8:18:22 PM (7.047) 1:45:21 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -2.38 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 39.2 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 4 EtherJetIII @ 4 each = 16 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -149.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -109.14 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -1.81 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.8 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -35.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 14.24 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 5 currentGuardianCount >= totalAllowedGuardians, so can't pick guardians called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 DreadnoughtII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -177.76 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -0.56 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 41.02 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -16.58 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -148.46 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 5, strength: 188.8 totals for planet 33 (Mizing); count: 2, strength: 264 totals for planet 80 (Viuh); count: 2, strength: 57.6 totals for EtherJetIII; count: 4, strength: 16 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for DreadnoughtII; count: 1, strength: 192 totals for SpireMiniRamIII; count: 2, strength: 57.6 == grand totals; count: 9, strength: 510.39 7/29/2014 8:22:54 PM (7.047) 1:49:23 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -16.58 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.84 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.96 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -123.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -149.6 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -112.18 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -112.18 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -84 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -5.03 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 125 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 32.38 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 6 FighterIII @ 6 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.62 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -311.31 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for planet 12 (Shoergeo); count: 6, strength: 36 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterIII; count: 6, strength: 36 == grand totals; count: 7, strength: 64.8 7/29/2014 8:22:54 PM (7.047) 1:49:23 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -16.58 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.84 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.96 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -123.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -149.6 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -112.18 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -112.18 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -84 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -5.03 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 125 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 32.38 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 6 FighterIII @ 6 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.62 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -311.31 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for planet 12 (Shoergeo); count: 6, strength: 36 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterIII; count: 6, strength: 36 == grand totals; count: 7, strength: 64.8 7/29/2014 8:23:04 PM (7.047) 1:49:33 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -35.2 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 121 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 3.41 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -68.59 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -151.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Tabo (#18) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: SpireBladeSpawner,Spider,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 72 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 41.58 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpiderIII, SpiderIII, SpiderIII, SentinelFrigateIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII ** Picked 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -131.22 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 27.93 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpiderII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -164.07 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.62 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 131 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 37.96 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 1 Cruiser @ 6 each = 6 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.31 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -283.37 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 1, strength: 72 totals for planet 18 (Tabo); count: 2, strength: 364.8 totals for planet 12 (Shoergeo); count: 7, strength: 39.27 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for AIGuardianSpiderII; count: 1, strength: 192 totals for FighterIII; count: 5, strength: 30 totals for Cruiser; count: 1, strength: 6 totals for VorticularCutlassIII; count: 1, strength: 3.27 == grand totals; count: 10, strength: 476.07 7/29/2014 8:23:04 PM (7.047) 1:49:33 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -35.2 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 121 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 3.41 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -68.59 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -151.82 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Tabo (#18) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: SpireBladeSpawner,Spider,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 72 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 41.58 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpiderIII, SpiderIII, SpiderIII, SentinelFrigateIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII ** Picked 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -131.22 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 27.93 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpiderII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -164.07 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.62 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 131 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 37.96 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 1 Cruiser @ 6 each = 6 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.31 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -283.37 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 1, strength: 72 totals for planet 18 (Tabo); count: 2, strength: 364.8 totals for planet 12 (Shoergeo); count: 7, strength: 39.27 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for AIGuardianSpiderII; count: 1, strength: 192 totals for FighterIII; count: 5, strength: 30 totals for Cruiser; count: 1, strength: 6 totals for VorticularCutlassIII; count: 1, strength: 3.27 == grand totals; count: 10, strength: 476.07 7/29/2014 8:27:25 PM (7.047) 1:53:35 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 18 (Tabo) (alerted) reinforce priority = 0 51 (Enanboomroad) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 40 (Jaed) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Tabo (#18) planet.CurrentFleetshipReinforcementBalance = -131.22 Reinforcement focus types: SpireBladeSpawner,Spider,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 66 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -93.81 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -93.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -138.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Enanboomroad (#51) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: MicroFighter,TackleDroneLauncher,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 141 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 37.42 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 InfiltratorIII @ 3.6 each = 3.6 1 EyeBotIII @ 12 each = 12 2 FighterIII @ 6 each = 12 3 VorticularCutlassIII @ 3.27 each = 9.82 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now 0 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 25.14 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 DreadnoughtIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -262.86 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Ipmb (#39) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Parasite,SpireTeleportingLeech,Sniper numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.75 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 4 BomberII @ 4 each = 16 1 EyeBotII @ 8 each = 8 1 MissileShipII @ 4 each = 4 1 InfiltratorII @ 2.4 each = 2.4 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.85 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 23.34 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -72.66 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 51 (Enanboomroad); count: 8, strength: 325.42 totals for planet 39 (Ipmb); count: 9, strength: 145.6 totals for InfiltratorIII; count: 1, strength: 3.6 totals for EyeBotIII; count: 1, strength: 12 totals for FighterIII; count: 2, strength: 12 totals for VorticularCutlassIII; count: 3, strength: 9.82 totals for DreadnoughtIII; count: 1, strength: 288 totals for BomberII; count: 4, strength: 16 totals for EyeBotII; count: 1, strength: 8 totals for MissileShipII; count: 1, strength: 4 totals for InfiltratorII; count: 1, strength: 2.4 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for AIGuardianWarpGate; count: 1, strength: 96 == grand totals; count: 17, strength: 471.02 7/29/2014 8:27:25 PM (7.047) 1:53:35 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 18 (Tabo) (alerted) reinforce priority = 0 51 (Enanboomroad) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 40 (Jaed) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Tabo (#18) planet.CurrentFleetshipReinforcementBalance = -131.22 Reinforcement focus types: SpireBladeSpawner,Spider,SentinelFrigate numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 66 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -93.81 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -93.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -138.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Enanboomroad (#51) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: MicroFighter,TackleDroneLauncher,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 141 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 37.42 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 InfiltratorIII @ 3.6 each = 3.6 1 EyeBotIII @ 12 each = 12 2 FighterIII @ 6 each = 12 3 VorticularCutlassIII @ 3.27 each = 9.82 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now 0 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 25.14 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FlagshipIV, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, AIRaidStarshipII, LeechStarshipIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, DreadnoughtIII, BomberStarshipII, ZenithStarshipII, SpireStarshipII ** Picked 1 DreadnoughtIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -262.86 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Ipmb (#39) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Parasite,SpireTeleportingLeech,Sniper numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.75 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 4 BomberII @ 4 each = 16 1 EyeBotII @ 8 each = 8 1 MissileShipII @ 4 each = 4 1 InfiltratorII @ 2.4 each = 2.4 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.85 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 23.34 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -72.66 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 51 (Enanboomroad); count: 8, strength: 325.42 totals for planet 39 (Ipmb); count: 9, strength: 145.6 totals for InfiltratorIII; count: 1, strength: 3.6 totals for EyeBotIII; count: 1, strength: 12 totals for FighterIII; count: 2, strength: 12 totals for VorticularCutlassIII; count: 3, strength: 9.82 totals for DreadnoughtIII; count: 1, strength: 288 totals for BomberII; count: 4, strength: 16 totals for EyeBotII; count: 1, strength: 8 totals for MissileShipII; count: 1, strength: 4 totals for InfiltratorII; count: 1, strength: 2.4 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for AIGuardianWarpGate; count: 1, strength: 96 == grand totals; count: 17, strength: 471.02 7/29/2014 8:27:36 PM (7.047) 1:53:46 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 39 (Ipmb) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 51 (Enanboomroad) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 40 (Jaed) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Ipmb (#39) planet.CurrentFleetshipReinforcementBalance = -14.85 Reinforcement focus types: Parasite,SpireTeleportingLeech,Sniper numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.76 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SniperII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, SpireTeleportingLeechII, SpireTeleportingLeechII, SpireTeleportingLeechII ** Picked 2 ParasiteII @ 8 each = 16 1 SpireTeleportingLeechII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.24 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -46.71 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -112.18 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -70.61 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -70.61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -56.07 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -7.96 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.62 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.18 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -95.38 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 39 (Ipmb); count: 3, strength: 24 totals for planet 80 (Viuh); count: 2, strength: 34.8 totals for ParasiteII; count: 2, strength: 16 totals for SpireTeleportingLeechII; count: 1, strength: 8 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterIII; count: 1, strength: 6 == grand totals; count: 5, strength: 58.8 7/29/2014 8:27:36 PM (7.047) 1:53:46 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 39 (Ipmb) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 51 (Enanboomroad) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 40 (Jaed) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Ipmb (#39) planet.CurrentFleetshipReinforcementBalance = -14.85 Reinforcement focus types: Parasite,SpireTeleportingLeech,Sniper numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.76 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SniperII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, SpireTeleportingLeechII, SpireTeleportingLeechII, SpireTeleportingLeechII ** Picked 2 ParasiteII @ 8 each = 16 1 SpireTeleportingLeechII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.24 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -46.71 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -112.18 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -70.61 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -70.61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -56.07 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -7.96 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.62 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.18 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -95.38 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 39 (Ipmb); count: 3, strength: 24 totals for planet 80 (Viuh); count: 2, strength: 34.8 totals for ParasiteII; count: 2, strength: 16 totals for SpireTeleportingLeechII; count: 1, strength: 8 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterIII; count: 1, strength: 6 == grand totals; count: 5, strength: 58.8 7/29/2014 8:31:36 PM (7.047) 1:57:46 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 51 (Enanboomroad) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 40 (Jaed) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -68.59 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 133 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -33.84 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -33.84 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -128.48 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Chuape (#27) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: SpireMiniRam,Cutlass,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 73 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 37.42 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.98 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 25.14 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianRaider @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -70.86 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.31 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 125 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.1 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 4 VorticularCutlassIII @ 3.27 each = 13.09 3 FighterIII @ 6 each = 18 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.99 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -258.24 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 27 (Chuape); count: 3, strength: 134.4 totals for planet 12 (Shoergeo); count: 8, strength: 37.09 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for AIGuardianRaider; count: 1, strength: 96 totals for VorticularCutlassIII; count: 4, strength: 13.09 totals for FighterIII; count: 3, strength: 18 totals for Cruiser; count: 1, strength: 6 == grand totals; count: 11, strength: 171.49 7/29/2014 8:31:36 PM (7.047) 1:57:46 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 51 (Enanboomroad) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 40 (Jaed) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -68.59 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 133 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -33.84 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -33.84 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -128.48 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Chuape (#27) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: SpireMiniRam,Cutlass,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 73 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 37.42 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.98 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 25.14 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianRaider @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -70.86 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.31 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 125 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.1 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 4 VorticularCutlassIII @ 3.27 each = 13.09 3 FighterIII @ 6 each = 18 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.99 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -258.24 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 27 (Chuape); count: 3, strength: 134.4 totals for planet 12 (Shoergeo); count: 8, strength: 37.09 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for AIGuardianRaider; count: 1, strength: 96 totals for VorticularCutlassIII; count: 4, strength: 13.09 totals for FighterIII; count: 3, strength: 18 totals for Cruiser; count: 1, strength: 6 == grand totals; count: 11, strength: 171.49 7/29/2014 8:31:49 PM (7.047) 1:57:59 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 51 (Enanboomroad) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 40 (Jaed) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -70.61 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -29.03 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -29.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -28.13 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -33.84 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 133 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 4.77 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 AcidSprayerII @ 4 each = 4 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -71.23 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -102.54 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Chuape (#27) planet.CurrentFleetshipReinforcementBalance = -0.98 Reinforcement focus types: SpireMiniRam,Cutlass,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.59 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 3 SpireMiniRamII @ 19.2 each = 57.6 1 VorticularCutlassII @ 2.18 each = 2.18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -19.18 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -42.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 2, strength: 76 totals for planet 27 (Chuape); count: 4, strength: 59.78 totals for AcidSprayerII; count: 1, strength: 4 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for SpireMiniRamII; count: 3, strength: 57.6 totals for VorticularCutlassII; count: 1, strength: 2.18 == grand totals; count: 6, strength: 135.78 7/29/2014 8:31:49 PM (7.047) 1:57:59 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 51 (Enanboomroad) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 40 (Jaed) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -70.61 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -29.03 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -29.03 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -28.13 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -33.84 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 133 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 4.77 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 AcidSprayerII @ 4 each = 4 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -71.23 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -102.54 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Chuape (#27) planet.CurrentFleetshipReinforcementBalance = -0.98 Reinforcement focus types: SpireMiniRam,Cutlass,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.59 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 3 SpireMiniRamII @ 19.2 each = 57.6 1 VorticularCutlassII @ 2.18 each = 2.18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -19.18 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -42.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 2, strength: 76 totals for planet 27 (Chuape); count: 4, strength: 59.78 totals for AcidSprayerII; count: 1, strength: 4 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for SpireMiniRamII; count: 3, strength: 57.6 totals for VorticularCutlassII; count: 1, strength: 2.18 == grand totals; count: 6, strength: 135.78 7/29/2014 8:36:26 PM (7.047) 2:01:59 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 51 (Enanboomroad) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 40 (Jaed) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -29.03 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 8.39 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 InfiltratorIII @ 3.6 each = 3.6 1 EyeBotIII @ 12 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.21 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -3 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -1.18 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.23 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -27.36 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -70.25 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Chuape (#27) planet.CurrentFleetshipReinforcementBalance = -19.18 Reinforcement focus types: SpireMiniRam,Cutlass,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 18.23 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 1 VorticularCutlassII @ 2.18 each = 2.18 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -17.79 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 15.6 totals for planet 80 (Viuh); count: 3, strength: 63.6 totals for planet 27 (Chuape); count: 2, strength: 21.38 totals for InfiltratorIII; count: 1, strength: 3.6 totals for EyeBotIII; count: 1, strength: 12 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for FighterIII; count: 1, strength: 6 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 7, strength: 100.58 7/29/2014 8:36:26 PM (7.047) 2:01:59 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 51 (Enanboomroad) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 40 (Jaed) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -29.03 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 8.39 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked 1 InfiltratorIII @ 3.6 each = 3.6 1 EyeBotIII @ 12 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.21 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -3 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -1.18 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.23 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -27.36 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -70.25 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Chuape (#27) planet.CurrentFleetshipReinforcementBalance = -19.18 Reinforcement focus types: SpireMiniRam,Cutlass,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 18.23 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 1 VorticularCutlassII @ 2.18 each = 2.18 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -17.79 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 2, strength: 15.6 totals for planet 80 (Viuh); count: 3, strength: 63.6 totals for planet 27 (Chuape); count: 2, strength: 21.38 totals for InfiltratorIII; count: 1, strength: 3.6 totals for EyeBotIII; count: 1, strength: 12 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for FighterIII; count: 1, strength: 6 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 7, strength: 100.58 7/29/2014 8:36:39 PM (7.047) 2:02:12 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -7.21 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 114 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.36 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 4 EtherJetIII @ 4 each = 16 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -154.43 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 24.94 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -167.06 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -27.36 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 70 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 14.21 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.58 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -42.31 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -71.23 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 132 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -32.62 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -32.62 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -76.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 6, strength: 380.8 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for EtherJetIII; count: 4, strength: 16 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for AIGuardianVampireII; count: 1, strength: 192 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 7, strength: 409.59 7/29/2014 8:36:39 PM (7.047) 2:02:12 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -7.21 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 114 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.36 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked 4 EtherJetIII @ 4 each = 16 1 SpireBladeSpawnerIII @ 172.8 each = 172.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -154.43 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 24.94 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -167.06 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -27.36 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 70 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 14.21 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.58 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -42.31 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -71.23 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 132 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -32.62 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -32.62 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -76.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 44 (Shuroadgin); count: 6, strength: 380.8 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for EtherJetIII; count: 4, strength: 16 totals for SpireBladeSpawnerIII; count: 1, strength: 172.8 totals for AIGuardianVampireII; count: 1, strength: 192 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 7, strength: 409.59 7/29/2014 8:40:57 PM (7.047) 2:06:11 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -32.62 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 115 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 2.12 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 1 VorticularCutlassII @ 2.18 each = 2.18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.06 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -53.25 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -0.99 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 125 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.43 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 6 FighterIII @ 6 each = 36 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.57 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -233.1 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -14.58 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 22.83 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 FighterIII @ 6 each = 6 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.97 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -17.18 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 1, strength: 2.18 totals for planet 12 (Shoergeo); count: 7, strength: 42 totals for planet 80 (Viuh); count: 2, strength: 34.8 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for FighterIII; count: 7, strength: 42 totals for Cruiser; count: 1, strength: 6 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 10, strength: 78.98 7/29/2014 8:40:57 PM (7.047) 2:06:11 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -32.62 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 115 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 2.12 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 1 VorticularCutlassII @ 2.18 each = 2.18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.06 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -53.25 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -0.99 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 125 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.43 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 6 FighterIII @ 6 each = 36 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.57 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -233.1 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -14.58 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 22.83 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 FighterIII @ 6 each = 6 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.97 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -17.18 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 1, strength: 2.18 totals for planet 12 (Shoergeo); count: 7, strength: 42 totals for planet 80 (Viuh); count: 2, strength: 34.8 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for FighterIII; count: 7, strength: 42 totals for Cruiser; count: 1, strength: 6 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 10, strength: 78.98 7/29/2014 8:41:10 PM (7.047) 2:06:24 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 51 (Enanboomroad) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 40 (Jaed) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -11.97 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 70 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 29.61 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -27.99 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 10.76 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpireImplosionII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -181.24 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Enanboomroad (#51) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: MicroFighter,TackleDroneLauncher,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 143 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 41.58 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MicroFighterIII, MicroFighterIII, MicroFighterIII, MicroFighterIII, MicroFighterIII, MicroFighterIII, MicroFighterIII, MicroFighterIII, MicroFighterIII, SpireTractorPlatformIII, TackleDroneLauncherIII, TackleDroneLauncherIII, TackleDroneLauncherIII ** Picked 2 MicroFighterIII @ 4 each = 8 1 SpireTractorPlatformIII @ 115.2 each = 115.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -81.62 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -234.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -0.06 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 108 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 38.55 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -33.45 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -27.31 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 3, strength: 249.6 totals for planet 51 (Enanboomroad); count: 3, strength: 123.2 totals for planet 33 (Mizing); count: 1, strength: 72 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for AIGuardianSpireImplosionII; count: 1, strength: 192 totals for MicroFighterIII; count: 2, strength: 8 totals for SpireTractorPlatformIII; count: 1, strength: 115.2 totals for TackleDroneLauncherII; count: 1, strength: 72 == grand totals; count: 7, strength: 444.8 7/29/2014 8:41:10 PM (7.047) 2:06:24 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 51 (Enanboomroad) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 40 (Jaed) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -11.97 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 70 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 29.61 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -27.99 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 10.76 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpireImplosionII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -181.24 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Enanboomroad (#51) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: MicroFighter,TackleDroneLauncher,SpireTractorPlatform numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 143 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 41.58 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MicroFighterIII, MicroFighterIII, MicroFighterIII, MicroFighterIII, MicroFighterIII, MicroFighterIII, MicroFighterIII, MicroFighterIII, MicroFighterIII, SpireTractorPlatformIII, TackleDroneLauncherIII, TackleDroneLauncherIII, TackleDroneLauncherIII ** Picked 2 MicroFighterIII @ 4 each = 8 1 SpireTractorPlatformIII @ 115.2 each = 115.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -81.62 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -234.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -0.06 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 108 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 38.55 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -33.45 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.94 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -27.31 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 3, strength: 249.6 totals for planet 51 (Enanboomroad); count: 3, strength: 123.2 totals for planet 33 (Mizing); count: 1, strength: 72 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for AIGuardianSpireImplosionII; count: 1, strength: 192 totals for MicroFighterIII; count: 2, strength: 8 totals for SpireTractorPlatformIII; count: 1, strength: 115.2 totals for TackleDroneLauncherII; count: 1, strength: 72 == grand totals; count: 7, strength: 444.8 7/29/2014 8:48:47 PM (7.047) 2:10:23 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 56 (Suogeoori) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 55 (Sicpu) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Suogeoori (#56) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Infiltrator,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.75 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 SpireMiniRamII @ 19.2 each = 38.4 1 MissileShipII @ 4 each = 4 1 InfiltratorII @ 2.4 each = 2.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 23.34 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -72.66 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -27.99 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 9.43 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.57 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -156.11 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -33.45 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 116 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 1.3 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 1 FighterII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -3.96 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 56 (Suogeoori); count: 5, strength: 140.8 totals for planet 80 (Viuh); count: 2, strength: 12 totals for planet 33 (Mizing); count: 1, strength: 4 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for MissileShipII; count: 1, strength: 4 totals for InfiltratorII; count: 1, strength: 2.4 totals for AIGuardianWarpGate; count: 1, strength: 96 totals for FighterIII; count: 2, strength: 12 totals for FighterII; count: 1, strength: 4 == grand totals; count: 8, strength: 156.8 7/29/2014 8:48:47 PM (7.047) 2:10:23 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 56 (Suogeoori) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 55 (Sicpu) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Suogeoori (#56) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Infiltrator,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.75 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 SpireMiniRamII @ 19.2 each = 38.4 1 MissileShipII @ 4 each = 4 1 InfiltratorII @ 2.4 each = 2.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 23.34 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -72.66 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -27.99 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 9.43 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.57 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -156.11 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -33.45 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 116 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 1.3 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 1 FighterII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -3.96 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 56 (Suogeoori); count: 5, strength: 140.8 totals for planet 80 (Viuh); count: 2, strength: 12 totals for planet 33 (Mizing); count: 1, strength: 4 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for MissileShipII; count: 1, strength: 4 totals for InfiltratorII; count: 1, strength: 2.4 totals for AIGuardianWarpGate; count: 1, strength: 96 totals for FighterIII; count: 2, strength: 12 totals for FighterII; count: 1, strength: 4 == grand totals; count: 8, strength: 156.8 7/29/2014 8:49:00 PM (7.047) 2:10:36 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 56 (Suogeoori) (alerted) reinforce priority = 0 55 (Sicpu) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -5.57 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 127 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.01 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 2 VorticularCutlassIII @ 3.27 each = 6.54 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -205.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -2.57 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 66 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 39 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 FighterIII @ 6 each = 6 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -24.59 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -128.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Chuape (#27) planet.CurrentFleetshipReinforcementBalance = -3.15 Reinforcement focus types: SpireMiniRam,Cutlass,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 35.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 32.49 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 35.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.95 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 6.15 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpider @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -89.85 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 7, strength: 36.54 totals for planet 80 (Viuh); count: 3, strength: 63.6 totals for planet 27 (Chuape); count: 3, strength: 134.4 totals for FighterIII; count: 6, strength: 36 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for AIGuardianSpider; count: 1, strength: 96 == grand totals; count: 13, strength: 234.54 7/29/2014 8:49:00 PM (7.047) 2:10:36 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 56 (Suogeoori) (alerted) reinforce priority = 0 55 (Sicpu) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -5.57 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 127 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.01 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 2 VorticularCutlassIII @ 3.27 each = 6.54 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.54 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -205.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -2.57 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 66 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 39 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 FighterIII @ 6 each = 6 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -24.59 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -128.17 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Chuape (#27) planet.CurrentFleetshipReinforcementBalance = -3.15 Reinforcement focus types: SpireMiniRam,Cutlass,Fighter numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 35.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 32.49 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 2 SpireMiniRamII @ 19.2 each = 38.4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.9 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 35.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.95 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 6.15 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpider @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -89.85 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 7, strength: 36.54 totals for planet 80 (Viuh); count: 3, strength: 63.6 totals for planet 27 (Chuape); count: 3, strength: 134.4 totals for FighterIII; count: 6, strength: 36 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for SpireMiniRamII; count: 2, strength: 38.4 totals for AIGuardianSpider; count: 1, strength: 96 == grand totals; count: 13, strength: 234.54 7/29/2014 8:55:14 PM (7.047) 2:14:35 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 56 (Suogeoori) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 55 (Sicpu) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -0.54 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 128 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.88 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 2 Cruiser @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.12 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -180.03 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -2.7 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 161 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 32.04 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 2 InfiltratorII @ 2.4 each = 4.8 1 VorticularCutlassII @ 2.18 each = 2.18 2 MissileShipII @ 4 each = 8 1 EyeBotII @ 8 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.14 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 19.38 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 3 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 5 currentGuardianCount >= totalAllowedGuardians, so can't pick guardians called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 ZenithStarshipI @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -172.62 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 110 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 37.42 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 2 SpireMiniRamII @ 19.2 each = 38.4 2 InfiltratorII @ 2.4 each = 4.8 2 BomberII @ 4 each = 8 1 VorticularCutlassII @ 2.18 each = 2.18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.96 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 25.14 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -38.86 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 7, strength: 42 totals for planet 33 (Mizing); count: 8, strength: 234.18 totals for planet 7 (Murdoch); count: 8, strength: 117.38 totals for FighterIII; count: 5, strength: 30 totals for Cruiser; count: 2, strength: 12 totals for InfiltratorII; count: 4, strength: 9.6 totals for VorticularCutlassII; count: 2, strength: 4.36 totals for MissileShipII; count: 2, strength: 8 totals for EyeBotII; count: 1, strength: 8 totals for SpireMiniRamII; count: 3, strength: 57.6 totals for ZenithStarshipI; count: 1, strength: 192 totals for BomberII; count: 2, strength: 8 totals for AIRaidStarship; count: 1, strength: 64 == grand totals; count: 23, strength: 393.56 7/29/2014 8:55:14 PM (7.047) 2:14:35 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 56 (Suogeoori) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 55 (Sicpu) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 26.74 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -0.54 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 128 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.88 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 2 Cruiser @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.12 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -180.03 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -2.7 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 161 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 34.75 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 32.04 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 2 InfiltratorII @ 2.4 each = 4.8 1 VorticularCutlassII @ 2.18 each = 2.18 2 MissileShipII @ 4 each = 8 1 EyeBotII @ 8 each = 8 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -10.14 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 34.75 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.34 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 19.38 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 3 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 5 currentGuardianCount >= totalAllowedGuardians, so can't pick guardians called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 ZenithStarshipI @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -172.62 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 110 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 26.74 reinforcementFleetShipBudget *= multiplierFromPriority = 26.74 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 26.74 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 37.42 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 37.42 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 2 SpireMiniRamII @ 19.2 each = 38.4 2 InfiltratorII @ 2.4 each = 4.8 2 BomberII @ 4 each = 8 1 VorticularCutlassII @ 2.18 each = 2.18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -15.96 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 37.42 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.14 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 25.14 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, AIRaidStarship, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 AIRaidStarship @ 64 each = 64 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -38.86 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 7, strength: 42 totals for planet 33 (Mizing); count: 8, strength: 234.18 totals for planet 7 (Murdoch); count: 8, strength: 117.38 totals for FighterIII; count: 5, strength: 30 totals for Cruiser; count: 2, strength: 12 totals for InfiltratorII; count: 4, strength: 9.6 totals for VorticularCutlassII; count: 2, strength: 4.36 totals for MissileShipII; count: 2, strength: 8 totals for EyeBotII; count: 1, strength: 8 totals for SpireMiniRamII; count: 3, strength: 57.6 totals for ZenithStarshipI; count: 1, strength: 192 totals for BomberII; count: 2, strength: 8 totals for AIRaidStarship; count: 1, strength: 64 == grand totals; count: 23, strength: 393.56 7/29/2014 8:55:47 PM (7.047) 2:14:49 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 56 (Suogeoori) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 55 (Sicpu) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Suogeoori (#56) planet.CurrentFleetshipReinforcementBalance = -10.05 Reinforcement focus types: Infiltrator,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 35.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.59 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 6 InfiltratorII @ 2.4 each = 14.4 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 35.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.95 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -48.71 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -5.12 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 135 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.46 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 2 VorticularCutlassIII @ 3.27 each = 6.54 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -152.1 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -15.96 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.61 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, MicroFighterII, MicroFighterII, MicroFighterII, SpireGravityDrainII ** Picked 4 SpiderII @ 4 each = 16 1 MicroFighterII @ 2.67 each = 2.67 1 SpireGravityDrainII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -10.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 56 (Suogeoori); count: 7, strength: 33.6 totals for planet 12 (Shoergeo); count: 7, strength: 36.54 totals for planet 7 (Murdoch); count: 6, strength: 26.67 totals for InfiltratorII; count: 6, strength: 14.4 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for FighterIII; count: 5, strength: 30 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for SpiderII; count: 4, strength: 16 totals for MicroFighterII; count: 1, strength: 2.67 totals for SpireGravityDrainII; count: 1, strength: 8 == grand totals; count: 20, strength: 96.81 7/29/2014 8:55:47 PM (7.047) 2:14:49 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 112 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 56 (Suogeoori) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 55 (Sicpu) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (61 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 baseReinforcementFleetShipBudget *= 0.175 = 4.52 baseReinforcementFleetShipBudget must be at most 35; = 4.52 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 25.84 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.52 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 29.71 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 29.71 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 29.71 = Trying to reinforce Suogeoori (#56) planet.CurrentFleetshipReinforcementBalance = -10.05 Reinforcement focus types: Infiltrator,SpireMiniRam,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 35.64 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.59 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : MissileShipII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, InfiltratorII, SpireMiniRamII, SpireMiniRamII, SpireMiniRamII ** Picked 6 InfiltratorII @ 2.4 each = 14.4 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 35.64 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 23.95 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -48.71 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -5.12 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 135 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.46 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 2 VorticularCutlassIII @ 3.27 each = 6.54 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.09 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -152.1 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -15.96 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 118 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 29.71 reinforcementFleetShipBudget *= multiplierFromPriority = 29.71 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 29.71 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 41.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.61 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, SpiderII, MicroFighterII, MicroFighterII, MicroFighterII, SpireGravityDrainII ** Picked 4 SpiderII @ 4 each = 16 1 MicroFighterII @ 2.67 each = 2.67 1 SpireGravityDrainII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 41.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 27.93 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -10.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 56 (Suogeoori); count: 7, strength: 33.6 totals for planet 12 (Shoergeo); count: 7, strength: 36.54 totals for planet 7 (Murdoch); count: 6, strength: 26.67 totals for InfiltratorII; count: 6, strength: 14.4 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for FighterIII; count: 5, strength: 30 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for SpiderII; count: 4, strength: 16 totals for MicroFighterII; count: 1, strength: 2.67 totals for SpireGravityDrainII; count: 1, strength: 8 == grand totals; count: 20, strength: 96.81 7/29/2014 9:00:16 PM (7.047) 2:18:47 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 55 (Sicpu) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 56 (Suogeoori) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -154.43 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -124.4 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -124.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -146.89 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -1.05 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 110 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.98 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 1 FighterII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 3 BomberII @ 4 each = 12 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 9.25 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -86.75 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -0.09 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 127 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 29.94 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 VorticularCutlassIII @ 3.27 each = 16.36 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.42 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -131.92 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 7 (Murdoch); count: 7, strength: 133.38 totals for planet 12 (Shoergeo); count: 8, strength: 34.36 totals for FighterII; count: 1, strength: 4 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for BomberII; count: 3, strength: 12 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for AIGuardianWarpGate; count: 1, strength: 96 totals for VorticularCutlassIII; count: 5, strength: 16.36 totals for FighterIII; count: 3, strength: 18 == grand totals; count: 15, strength: 167.74 7/29/2014 9:00:16 PM (7.047) 2:18:47 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 55 (Sicpu) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 56 (Suogeoori) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -154.43 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -124.4 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -124.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -146.89 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Murdoch (#7) planet.CurrentFleetshipReinforcementBalance = -1.05 Reinforcement focus types: Spider,MicroFighter,SpireGravityDrain numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 110 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.98 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, SpireMiniRamII ** Picked 1 FighterII @ 4 each = 4 1 VorticularCutlassII @ 2.18 each = 2.18 3 BomberII @ 4 each = 12 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 9.25 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -86.75 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -0.09 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 127 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 29.94 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 VorticularCutlassIII @ 3.27 each = 16.36 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.42 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -131.92 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 7 (Murdoch); count: 7, strength: 133.38 totals for planet 12 (Shoergeo); count: 8, strength: 34.36 totals for FighterII; count: 1, strength: 4 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for BomberII; count: 3, strength: 12 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for AIGuardianWarpGate; count: 1, strength: 96 totals for VorticularCutlassIII; count: 5, strength: 16.36 totals for FighterIII; count: 3, strength: 18 == grand totals; count: 15, strength: 167.74 7/29/2014 9:00:36 PM (7.047) 2:19:00 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 55 (Sicpu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 56 (Suogeoori) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -4.42 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 135 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.95 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.32 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -109.5 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.99 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 30.99 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 4 FighterII @ 4 each = 16 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -61.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.99 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.82 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 20.82 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 DevastatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -75.18 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Sicpu (#55) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 89 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, VorticularCutlassIV, VorticularCutlassIV, VorticularCutlassIV, SpireMiniRamIV ** Picked 4 VorticularCutlassIV @ 4.36 each = 17.45 2 FighterIV @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.08 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 2 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -265.58 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 6, strength: 33.27 totals for planet 54 (Yarsi); count: 6, strength: 188.8 totals for planet 55 (Sicpu); count: 7, strength: 321.45 totals for FighterIII; count: 5, strength: 30 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for FighterII; count: 4, strength: 16 totals for SpireTractorPlatformII; count: 1, strength: 76.8 totals for DevastatorGuardian; count: 1, strength: 96 totals for VorticularCutlassIV; count: 4, strength: 17.45 totals for FighterIV; count: 2, strength: 16 totals for AIGuardianSpiderIII; count: 1, strength: 288 == grand totals; count: 19, strength: 543.53 7/29/2014 9:00:36 PM (7.047) 2:19:00 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 54 (Yarsi) (alerted) reinforce priority = 0 55 (Sicpu) (alerted) reinforce priority = 0 7 (Murdoch) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 27 (Chuape) (alerted) reinforce priority = 0 56 (Suogeoori) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -4.42 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 135 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.95 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.32 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -109.5 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Yarsi (#54) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,SpireTractorPlatform,Spider numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.99 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 30.99 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, SpiderII, SpireTractorPlatformII, SpireTractorPlatformII, SpireTractorPlatformII ** Picked 4 FighterII @ 4 each = 16 1 SpireTractorPlatformII @ 76.8 each = 76.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -61.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.99 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.82 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 20.82 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 DevastatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -75.18 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Sicpu (#55) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 89 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, VorticularCutlassIV, VorticularCutlassIV, VorticularCutlassIV, SpireMiniRamIV ** Picked 4 VorticularCutlassIV @ 4.36 each = 17.45 2 FighterIV @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.08 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 2 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -265.58 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 6, strength: 33.27 totals for planet 54 (Yarsi); count: 6, strength: 188.8 totals for planet 55 (Sicpu); count: 7, strength: 321.45 totals for FighterIII; count: 5, strength: 30 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for FighterII; count: 4, strength: 16 totals for SpireTractorPlatformII; count: 1, strength: 76.8 totals for DevastatorGuardian; count: 1, strength: 96 totals for VorticularCutlassIV; count: 4, strength: 17.45 totals for FighterIV; count: 2, strength: 16 totals for AIGuardianSpiderIII; count: 1, strength: 288 == grand totals; count: 19, strength: 543.53 7/30/2014 7:42:59 AM (7.047) 2:23:00 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 133 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -124.4 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -94.37 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -94.37 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -126.71 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -4.32 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 127 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.71 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 3 FighterIII @ 6 each = 18 1 Cruiser @ 6 each = 6 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.57 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -89.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -24.59 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 5.44 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -23.36 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -108 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 5, strength: 27.27 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for FighterIII; count: 3, strength: 18 totals for Cruiser; count: 1, strength: 6 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 6, strength: 56.07 7/30/2014 7:42:59 AM (7.047) 2:23:00 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 133 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (65 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -124.4 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -94.37 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -94.37 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -126.71 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -4.32 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 127 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.71 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 3 FighterIII @ 6 each = 18 1 Cruiser @ 6 each = 6 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.57 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -89.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -24.59 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 5.44 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -23.36 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -108 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 5, strength: 27.27 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for FighterIII; count: 3, strength: 18 totals for Cruiser; count: 1, strength: 6 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 6, strength: 56.07 7/30/2014 7:43:12 AM (7.047) 2:23:13 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 146 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 62 (Yaqyarmurder) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (63 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 55 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 66.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.74 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AutocannonMinipodIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, TackleDroneLauncherIII, TackleDroneLauncherIII, TackleDroneLauncherIII ** Picked 2 SpireGravityDrainIII @ 12 each = 24 1 TackleDroneLauncherIII @ 108 each = 108 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -65.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 66.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 44.84 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 44.84 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -147.16 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -10.14 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 140 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.99 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.85 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -51.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.99 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.82 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -151.8 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -94.37 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 116 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -61 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -104.29 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 62 (Yaqyarmurder); count: 4, strength: 324 totals for planet 33 (Mizing); count: 1, strength: 72 totals for SpireGravityDrainIII; count: 2, strength: 24 totals for TackleDroneLauncherIII; count: 1, strength: 108 totals for AIGuardianVampireII; count: 1, strength: 192 totals for TackleDroneLauncherII; count: 1, strength: 72 == grand totals; count: 5, strength: 396 7/30/2014 7:43:12 AM (7.047) 2:23:13 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 146 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 62 (Yaqyarmurder) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (63 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 55 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 66.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 66.74 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AutocannonMinipodIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, TackleDroneLauncherIII, TackleDroneLauncherIII, TackleDroneLauncherIII ** Picked 2 SpireGravityDrainIII @ 12 each = 24 1 TackleDroneLauncherIII @ 108 each = 108 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -65.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 66.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 44.84 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 44.84 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -147.16 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -10.14 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 140 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.99 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.85 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -51.15 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.99 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.82 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -151.8 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -94.37 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 116 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -61 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, EtherJetIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, SpireBladeSpawnerIII, TackleDroneLauncherIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -104.29 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 62 (Yaqyarmurder); count: 4, strength: 324 totals for planet 33 (Mizing); count: 1, strength: 72 totals for SpireGravityDrainIII; count: 2, strength: 24 totals for TackleDroneLauncherIII; count: 1, strength: 108 totals for AIGuardianVampireII; count: 1, strength: 192 totals for TackleDroneLauncherII; count: 1, strength: 72 == grand totals; count: 5, strength: 396 7/30/2014 7:49:38 AM (7.047) 2:27:14 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (59 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -61 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 32 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -33.11 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -33.11 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -85.56 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 30.03 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 3 EyeBotIII @ 12 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.97 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 20.18 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -171.82 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -51.15 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 135 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -23.26 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -23.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -133.06 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 38 (Rewboom); count: 4, strength: 228 totals for EyeBotIII; count: 3, strength: 36 totals for AIGuardianVampireII; count: 1, strength: 192 == grand totals; count: 4, strength: 228 7/30/2014 7:49:38 AM (7.047) 2:27:14 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 44 (Shuroadgin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (59 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Shuroadgin (#44) planet.CurrentFleetshipReinforcementBalance = -61 Reinforcement focus types: EtherJet,SpireBladeSpawner,TackleDroneLauncher numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 32 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -33.11 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -33.11 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -85.56 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 30.03 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 3 EyeBotIII @ 12 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.97 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 20.18 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -171.82 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -51.15 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 135 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -23.26 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -23.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -133.06 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 38 (Rewboom); count: 4, strength: 228 totals for EyeBotIII; count: 3, strength: 36 totals for AIGuardianVampireII; count: 1, strength: 192 == grand totals; count: 4, strength: 228 7/30/2014 7:49:49 AM (7.047) 2:27:25 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (59 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 60 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 3 FighterII @ 4 each = 12 1 SpireMiniRamII @ 19.2 each = 19.2 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 DreadnoughtII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -169.58 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -5.97 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 88 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 27.4 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 3 EyeBotIII @ 12 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -149.4 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -65.26 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 55 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 66.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 1.48 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AutocannonMinipodIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, TackleDroneLauncherIII, TackleDroneLauncherIII, TackleDroneLauncherIII ** Picked 1 TackleDroneLauncherIII @ 108 each = 108 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -106.52 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 66.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 44.84 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -102.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 32 (Quisaro); count: 6, strength: 231.2 totals for planet 38 (Rewboom); count: 3, strength: 36 totals for planet 62 (Yaqyarmurder); count: 1, strength: 108 totals for FighterII; count: 3, strength: 12 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for EyeBotII; count: 1, strength: 8 totals for DreadnoughtII; count: 1, strength: 192 totals for EyeBotIII; count: 3, strength: 36 totals for TackleDroneLauncherIII; count: 1, strength: 108 == grand totals; count: 10, strength: 375.2 7/30/2014 7:49:49 AM (7.047) 2:27:25 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (59 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 60 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 3 FighterII @ 4 each = 12 1 SpireMiniRamII @ 19.2 each = 19.2 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: starships called Helper_PickUnitsForReinforcement with: Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : Flagship, AIRaidStarship, DreadnoughtII, LeechStarshipII, BomberStarship, ZenithStarshipI, SpireStarshipI ** Picked 1 DreadnoughtII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -169.58 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -5.97 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 88 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 27.4 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 3 EyeBotIII @ 12 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -149.4 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -65.26 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 55 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 66.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 1.48 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AutocannonMinipodIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, TackleDroneLauncherIII, TackleDroneLauncherIII, TackleDroneLauncherIII ** Picked 1 TackleDroneLauncherIII @ 108 each = 108 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -106.52 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 66.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 44.84 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -102.32 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 32 (Quisaro); count: 6, strength: 231.2 totals for planet 38 (Rewboom); count: 3, strength: 36 totals for planet 62 (Yaqyarmurder); count: 1, strength: 108 totals for FighterII; count: 3, strength: 12 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for EyeBotII; count: 1, strength: 8 totals for DreadnoughtII; count: 1, strength: 192 totals for EyeBotIII; count: 3, strength: 36 totals for TackleDroneLauncherIII; count: 1, strength: 108 == grand totals; count: 10, strength: 375.2 7/30/2014 7:57:07 AM (7.047) 2:31:26 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 62 (Yaqyarmurder) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -106.52 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 55 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 60.06 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -46.46 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -46.46 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 60.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 40.35 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -61.97 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.57 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 140 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.47 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -69.15 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -23.26 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 140 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 4.63 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.37 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -114.33 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 6, strength: 33.27 totals for planet 33 (Mizing); count: 1, strength: 8 totals for FighterIII; count: 5, strength: 30 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for EyeBotII; count: 1, strength: 8 == grand totals; count: 7, strength: 41.27 7/30/2014 7:57:07 AM (7.047) 2:31:26 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 62 (Yaqyarmurder) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -106.52 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 55 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 60.06 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -46.46 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -46.46 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 60.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 40.35 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -61.97 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.57 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 140 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.47 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.81 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -69.15 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -23.26 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 140 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 4.63 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.37 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -114.33 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 6, strength: 33.27 totals for planet 33 (Mizing); count: 1, strength: 8 totals for FighterIII; count: 5, strength: 30 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for EyeBotII; count: 1, strength: 8 == grand totals; count: 7, strength: 41.27 7/30/2014 7:57:33 AM (7.047) 2:31:38 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -23.36 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 10.01 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -18.79 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -85.58 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 115 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 5 InfiltratorIII @ 3.6 each = 18 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpireImplosionII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -169.58 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Pizingmond (#49) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: SpireGravityDrain,SpireTractorPlatform,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 83 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ShieldBoosterIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireTractorPlatformIV, SpireTractorPlatformIV, SpireTractorPlatformIV ** Picked 1 SpireTractorPlatformIV @ 153.6 each = 153.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -120.23 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -265.58 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for planet 37 (Cavecoash); count: 9, strength: 228 totals for planet 49 (Pizingmond); count: 2, strength: 441.6 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for InfiltratorIII; count: 5, strength: 18 totals for FighterIII; count: 3, strength: 18 totals for AIGuardianSpireImplosionII; count: 1, strength: 192 totals for SpireTractorPlatformIV; count: 1, strength: 153.6 totals for AIGuardianSpiderIII; count: 1, strength: 288 == grand totals; count: 12, strength: 698.39 7/30/2014 7:57:33 AM (7.047) 2:31:38 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -23.36 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 10.01 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -18.79 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -85.58 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 115 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 5 InfiltratorIII @ 3.6 each = 18 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 4 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpireImplosionII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -169.58 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Pizingmond (#49) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: SpireGravityDrain,SpireTractorPlatform,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 83 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ShieldBoosterIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireTractorPlatformIV, SpireTractorPlatformIV, SpireTractorPlatformIV ** Picked 1 SpireTractorPlatformIV @ 153.6 each = 153.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -120.23 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -265.58 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for planet 37 (Cavecoash); count: 9, strength: 228 totals for planet 49 (Pizingmond); count: 2, strength: 441.6 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for InfiltratorIII; count: 5, strength: 18 totals for FighterIII; count: 3, strength: 18 totals for AIGuardianSpireImplosionII; count: 1, strength: 192 totals for SpireTractorPlatformIV; count: 1, strength: 153.6 totals for AIGuardianSpiderIII; count: 1, strength: 288 == grand totals; count: 12, strength: 698.39 7/30/2014 2:32:16 PM (7.047) 2:35:37 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 115 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -5.83 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 30 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 24.2 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 3 FighterII @ 4 each = 12 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -149.4 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -8.6 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 21.43 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 1 EyeBotIII @ 12 each = 12 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -19.37 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -129.23 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -4.81 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 137 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.22 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 4 FighterIII @ 6 each = 24 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -48.97 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 32 (Quisaro); count: 4, strength: 31.2 totals for planet 38 (Rewboom); count: 2, strength: 40.8 totals for planet 12 (Shoergeo); count: 5, strength: 27.27 totals for FighterII; count: 3, strength: 12 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for EyeBotIII; count: 1, strength: 12 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterIII; count: 4, strength: 24 totals for VorticularCutlassIII; count: 1, strength: 3.27 == grand totals; count: 11, strength: 99.27 7/30/2014 2:32:16 PM (7.047) 2:35:37 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 115 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -5.83 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 30 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 24.2 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 3 FighterII @ 4 each = 12 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -149.4 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Rewboom (#38) planet.CurrentFleetshipReinforcementBalance = -8.6 Reinforcement focus types: Eye_Bot,Cutlass,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 79 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 21.43 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, EyeBotIII, SpireMiniRamIII ** Picked 1 EyeBotIII @ 12 each = 12 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -19.37 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -129.23 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -4.81 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 137 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.22 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 4 FighterIII @ 6 each = 24 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.05 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -48.97 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 32 (Quisaro); count: 4, strength: 31.2 totals for planet 38 (Rewboom); count: 2, strength: 40.8 totals for planet 12 (Shoergeo); count: 5, strength: 27.27 totals for FighterII; count: 3, strength: 12 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for EyeBotIII; count: 1, strength: 12 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterIII; count: 4, strength: 24 totals for VorticularCutlassIII; count: 1, strength: 3.27 == grand totals; count: 11, strength: 99.27 7/30/2014 2:32:29 PM (7.047) 2:35:50 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 128 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -18.79 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 14.58 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.22 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -63.16 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 3 FighterII @ 4 each = 12 1 SpireMiniRamII @ 19.2 each = 19.2 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 DevastatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -73.58 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Enangorvold (#85) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Eye_Bot,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, MissileShipII, EyeBotII, EyeBotII, EyeBotII ** Picked 7 FighterII @ 4 each = 28 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 DevastatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -73.58 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for planet 50 (Vunu); count: 6, strength: 135.2 totals for planet 85 (Enangorvold); count: 9, strength: 132 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterII; count: 10, strength: 40 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for EyeBotII; count: 2, strength: 16 totals for DevastatorGuardian; count: 2, strength: 192 == grand totals; count: 16, strength: 296 7/30/2014 2:32:29 PM (7.047) 2:35:50 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 128 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -18.79 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 14.58 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -14.22 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -63.16 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 3 FighterII @ 4 each = 12 1 SpireMiniRamII @ 19.2 each = 19.2 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 DevastatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -73.58 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Enangorvold (#85) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Eye_Bot,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 67 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, MissileShipII, EyeBotII, EyeBotII, EyeBotII ** Picked 7 FighterII @ 4 each = 28 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 DevastatorGuardian @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -73.58 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for planet 50 (Vunu); count: 6, strength: 135.2 totals for planet 85 (Enangorvold); count: 9, strength: 132 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterII; count: 10, strength: 40 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for EyeBotII; count: 2, strength: 16 totals for DevastatorGuardian; count: 2, strength: 192 == grand totals; count: 16, strength: 296 7/30/2014 2:39:49 PM (7.047) 2:39:50 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -2.63 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 31 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 42.92 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.92 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.29 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 5 InfiltratorIII @ 3.6 each = 18 3 FighterIII @ 6 each = 18 1 BomberIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.83 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -140.75 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -3.37 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 128 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 24.52 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked 1 InfiltratorII @ 2.4 each = 2.4 2 ZenithBeamFrigateII @ 8 each = 16 1 FighterII @ 4 each = 4 1 MissileShipII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.88 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -95.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 9, strength: 42 totals for planet 33 (Mizing); count: 5, strength: 26.4 totals for InfiltratorIII; count: 5, strength: 18 totals for FighterIII; count: 3, strength: 18 totals for BomberIII; count: 1, strength: 6 totals for InfiltratorII; count: 1, strength: 2.4 totals for ZenithBeamFrigateII; count: 2, strength: 16 totals for FighterII; count: 1, strength: 4 totals for MissileShipII; count: 1, strength: 4 == grand totals; count: 14, strength: 68.4 7/30/2014 2:39:49 PM (7.047) 2:39:50 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -2.63 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 31 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 42.92 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.92 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.29 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 5 InfiltratorIII @ 3.6 each = 18 3 FighterIII @ 6 each = 18 1 BomberIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.7 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.83 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -140.75 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -3.37 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 128 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 24.52 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked 1 InfiltratorII @ 2.4 each = 2.4 2 ZenithBeamFrigateII @ 8 each = 16 1 FighterII @ 4 each = 4 1 MissileShipII @ 4 each = 4 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.88 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -95.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 9, strength: 42 totals for planet 33 (Mizing); count: 5, strength: 26.4 totals for InfiltratorIII; count: 5, strength: 18 totals for FighterIII; count: 3, strength: 18 totals for BomberIII; count: 1, strength: 6 totals for InfiltratorII; count: 1, strength: 2.4 totals for ZenithBeamFrigateII; count: 2, strength: 16 totals for FighterII; count: 1, strength: 4 totals for MissileShipII; count: 1, strength: 4 == grand totals; count: 14, strength: 68.4 7/30/2014 2:40:03 PM (7.047) 2:40:02 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 75 (Doorva) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (56 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -1.7 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 40 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 47.69 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 47.69 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 45.99 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 8 InfiltratorIII @ 3.6 each = 28.79 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.8 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 47.69 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 32.04 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -108.7 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 175 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, CruiserIV ** Picked 3 BomberIV @ 8 each = 24 2 FighterIV @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpireImplosionIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -265.58 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 11, strength: 46.79 totals for planet 75 (Doorva); count: 6, strength: 328 totals for InfiltratorIII; count: 8, strength: 28.79 totals for FighterIII; count: 3, strength: 18 totals for BomberIV; count: 3, strength: 24 totals for FighterIV; count: 2, strength: 16 totals for AIGuardianSpireImplosionIII; count: 1, strength: 288 == grand totals; count: 17, strength: 374.79 7/30/2014 2:40:03 PM (7.047) 2:40:02 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 75 (Doorva) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (56 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -1.7 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 40 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 47.69 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 47.69 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 45.99 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 8 InfiltratorIII @ 3.6 each = 28.79 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.8 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 47.69 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 32.04 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -108.7 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 175 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.37 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, CruiserIV ** Picked 3 BomberIV @ 8 each = 24 2 FighterIV @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.63 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 22.42 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderIII, AIGuardianVampireIII, AIGuardianSpireImplosionIII ** Picked 1 AIGuardianSpireImplosionIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -265.58 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 11, strength: 46.79 totals for planet 75 (Doorva); count: 6, strength: 328 totals for InfiltratorIII; count: 8, strength: 28.79 totals for FighterIII; count: 3, strength: 18 totals for BomberIV; count: 3, strength: 24 totals for FighterIV; count: 2, strength: 16 totals for AIGuardianSpireImplosionIII; count: 1, strength: 288 == grand totals; count: 17, strength: 374.79 7/30/2014 2:48:02 PM (7.047) 2:44:04 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 75 (Doorva) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (56 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -0.8 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 31 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 42.92 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.92 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 42.12 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 3 FighterIII @ 6 each = 18 4 InfiltratorIII @ 3.6 each = 14.4 2 BomberIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.28 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.83 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -79.87 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = -6.63 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 175 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.4 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV ** Picked 1 CruiserIV @ 8 each = 8 1 BomberIV @ 8 each = 8 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -245.4 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 9, strength: 44.4 totals for planet 75 (Doorva); count: 3, strength: 32 totals for FighterIII; count: 3, strength: 18 totals for InfiltratorIII; count: 4, strength: 14.4 totals for BomberIII; count: 2, strength: 12 totals for CruiserIV; count: 1, strength: 8 totals for BomberIV; count: 1, strength: 8 totals for EyeBotIV; count: 1, strength: 16 == grand totals; count: 12, strength: 76.4 7/30/2014 2:48:02 PM (7.047) 2:44:04 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 75 (Doorva) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (56 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -0.8 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 31 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 42.92 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.92 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 42.12 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 3 FighterIII @ 6 each = 18 4 InfiltratorIII @ 3.6 each = 14.4 2 BomberIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.28 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.83 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -79.87 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = -6.63 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 175 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 23.4 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV ** Picked 1 CruiserIV @ 8 each = 8 1 BomberIV @ 8 each = 8 1 EyeBotIV @ 16 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.6 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -245.4 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 9, strength: 44.4 totals for planet 75 (Doorva); count: 3, strength: 32 totals for FighterIII; count: 3, strength: 18 totals for InfiltratorIII; count: 4, strength: 14.4 totals for BomberIII; count: 2, strength: 12 totals for CruiserIV; count: 1, strength: 8 totals for BomberIV; count: 1, strength: 8 totals for EyeBotIV; count: 1, strength: 16 == grand totals; count: 12, strength: 76.4 7/30/2014 2:49:52 PM (7.047) 2:44:14 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 62 (Yaqyarmurder) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -46.46 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 26 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 66.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.28 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AutocannonMinipodIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, TackleDroneLauncherIII, TackleDroneLauncherIII, TackleDroneLauncherIII ** Picked 1 AutocannonMinipodIII @ 2.94 each = 2.94 2 SpireGravityDrainIII @ 12 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.65 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 66.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 44.84 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -17.13 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = -8.6 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 177 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 24.77 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, CruiserIV ** Picked 4 FighterIV @ 8 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.23 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -222.98 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -7 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 28 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 28.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 21.61 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 4 FighterII @ 4 each = 16 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 28.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 19.22 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -130.18 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 62 (Yaqyarmurder); count: 3, strength: 26.94 totals for planet 75 (Doorva); count: 4, strength: 32 totals for planet 32 (Quisaro); count: 5, strength: 24 totals for AutocannonMinipodIII; count: 1, strength: 2.94 totals for SpireGravityDrainIII; count: 2, strength: 24 totals for FighterIV; count: 4, strength: 32 totals for FighterII; count: 4, strength: 16 totals for EyeBotII; count: 1, strength: 8 == grand totals; count: 12, strength: 82.94 7/30/2014 2:49:52 PM (7.047) 2:44:14 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 62 (Yaqyarmurder) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -46.46 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 26 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 66.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.28 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AutocannonMinipodIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, TackleDroneLauncherIII, TackleDroneLauncherIII, TackleDroneLauncherIII ** Picked 1 AutocannonMinipodIII @ 2.94 each = 2.94 2 SpireGravityDrainIII @ 12 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.65 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 66.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 44.84 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -17.13 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = -8.6 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 177 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 24.77 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, CruiserIV ** Picked 4 FighterIV @ 8 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.23 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -222.98 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Quisaro (#32) planet.CurrentFleetshipReinforcementBalance = -7 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 28 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 28.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 21.61 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 4 FighterII @ 4 each = 16 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 28.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 19.22 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -130.18 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 62 (Yaqyarmurder); count: 3, strength: 26.94 totals for planet 75 (Doorva); count: 4, strength: 32 totals for planet 32 (Quisaro); count: 5, strength: 24 totals for AutocannonMinipodIII; count: 1, strength: 2.94 totals for SpireGravityDrainIII; count: 2, strength: 24 totals for FighterIV; count: 4, strength: 32 totals for FighterII; count: 4, strength: 16 totals for EyeBotII; count: 1, strength: 8 == grand totals; count: 12, strength: 82.94 7/30/2014 2:55:06 PM (7.047) 2:48:16 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -1.88 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 126 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 26 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked 2 BomberII @ 4 each = 8 1 VorticularCutlassII @ 2.18 each = 2.18 1 FighterII @ 4 each = 4 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.38 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -76.86 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = -7.23 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 175 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 22.8 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, CruiserIV ** Picked 3 FighterIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -202.81 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -6.65 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 60.06 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 53.41 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 1 EyeBotIII @ 12 each = 12 1 VorticularCutlassIII @ 3.27 each = 3.27 1 InfiltratorIII @ 3.6 each = 3.6 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 60.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 40.35 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 23.22 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianRaiderII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -168.78 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 5, strength: 33.38 totals for planet 75 (Doorva); count: 3, strength: 24 totals for planet 62 (Yaqyarmurder); count: 6, strength: 245.67 totals for BomberII; count: 2, strength: 8 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for FighterII; count: 1, strength: 4 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for FighterIV; count: 3, strength: 24 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for EyeBotIII; count: 1, strength: 12 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for InfiltratorIII; count: 1, strength: 3.6 totals for FighterIII; count: 1, strength: 6 totals for AIGuardianRaiderII; count: 1, strength: 192 == grand totals; count: 14, strength: 303.05 7/30/2014 2:55:06 PM (7.047) 2:48:16 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -1.88 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 126 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 26 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked 2 BomberII @ 4 each = 8 1 VorticularCutlassII @ 2.18 each = 2.18 1 FighterII @ 4 each = 4 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.38 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -76.86 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = -7.23 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 175 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 22.8 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, CruiserIV ** Picked 3 FighterIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.2 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -202.81 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -6.65 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 60.06 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 53.41 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 1 EyeBotIII @ 12 each = 12 1 VorticularCutlassIII @ 3.27 each = 3.27 1 InfiltratorIII @ 3.6 each = 3.6 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 60.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 40.35 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 23.22 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 2 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianRaiderII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -168.78 remainingReinforcements -= multiplierFromPriority = 0 totals for planet 33 (Mizing); count: 5, strength: 33.38 totals for planet 75 (Doorva); count: 3, strength: 24 totals for planet 62 (Yaqyarmurder); count: 6, strength: 245.67 totals for BomberII; count: 2, strength: 8 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for FighterII; count: 1, strength: 4 totals for SpireMiniRamII; count: 1, strength: 19.2 totals for FighterIV; count: 3, strength: 24 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for EyeBotIII; count: 1, strength: 12 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for InfiltratorIII; count: 1, strength: 3.6 totals for FighterIII; count: 1, strength: 6 totals for AIGuardianRaiderII; count: 1, strength: 192 == grand totals; count: 14, strength: 303.05 7/30/2014 2:55:16 PM (7.047) 2:48:26 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 75 (Doorva) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = -1.2 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 177 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 32.17 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, CruiserIV ** Picked 2 FighterIV @ 8 each = 16 2 BomberIV @ 8 each = 16 1 CruiserIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -180.39 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Pizingmond (#49) planet.CurrentFleetshipReinforcementBalance = -120.23 Reinforcement focus types: SpireGravityDrain,SpireTractorPlatform,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 83 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -86.86 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ShieldBoosterIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireTractorPlatformIV, SpireTractorPlatformIV, SpireTractorPlatformIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -86.86 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -243.16 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Ipmb (#39) planet.CurrentFleetshipReinforcementBalance = -0.24 Reinforcement focus types: Parasite,SpireTeleportingLeech,Sniper numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.99 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 30.75 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SniperII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, SpireTeleportingLeechII, SpireTeleportingLeechII, SpireTeleportingLeechII ** Picked 4 ParasiteII @ 8 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.25 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.99 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.82 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -25.89 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 75 (Doorva); count: 5, strength: 40 totals for planet 39 (Ipmb); count: 4, strength: 32 totals for FighterIV; count: 2, strength: 16 totals for BomberIV; count: 2, strength: 16 totals for CruiserIV; count: 1, strength: 8 totals for ParasiteII; count: 4, strength: 32 == grand totals; count: 9, strength: 72 7/30/2014 2:55:16 PM (7.047) 2:48:26 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 75 (Doorva) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 39 (Ipmb) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = -1.2 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 177 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 32.17 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, CruiserIV ** Picked 2 FighterIV @ 8 each = 16 2 BomberIV @ 8 each = 16 1 CruiserIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.83 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -180.39 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Pizingmond (#49) planet.CurrentFleetshipReinforcementBalance = -120.23 Reinforcement focus types: SpireGravityDrain,SpireTractorPlatform,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 83 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -86.86 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ShieldBoosterIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireTractorPlatformIV, SpireTractorPlatformIV, SpireTractorPlatformIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -86.86 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -243.16 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Ipmb (#39) planet.CurrentFleetshipReinforcementBalance = -0.24 Reinforcement focus types: Parasite,SpireTeleportingLeech,Sniper numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.99 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 30.75 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : SniperII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, ParasiteII, SpireTeleportingLeechII, SpireTeleportingLeechII, SpireTeleportingLeechII ** Picked 4 ParasiteII @ 8 each = 32 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.25 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.99 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.82 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -25.89 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 75 (Doorva); count: 5, strength: 40 totals for planet 39 (Ipmb); count: 4, strength: 32 totals for FighterIV; count: 2, strength: 16 totals for BomberIV; count: 2, strength: 16 totals for CruiserIV; count: 1, strength: 8 totals for ParasiteII; count: 4, strength: 32 == grand totals; count: 9, strength: 72 7/30/2014 3:01:58 PM (7.047) 2:52:29 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 75 (Doorva) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -2.28 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 32 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 42.92 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.92 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.64 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 7 InfiltratorIII @ 3.6 each = 25.19 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.56 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.83 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -51.04 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = -7.83 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 175 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 22.2 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, CruiserIV ** Picked 3 FighterIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.8 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -160.21 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 10, strength: 43.19 totals for planet 75 (Doorva); count: 3, strength: 24 totals for InfiltratorIII; count: 7, strength: 25.19 totals for FighterIII; count: 3, strength: 18 totals for FighterIV; count: 3, strength: 24 == grand totals; count: 13, strength: 67.19 7/30/2014 3:01:58 PM (7.047) 2:52:29 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 75 (Doorva) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -2.28 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 32 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 42.92 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.92 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.64 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 7 InfiltratorIII @ 3.6 each = 25.19 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.56 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.83 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -51.04 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = -7.83 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 175 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 22.2 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, CruiserIV ** Picked 3 FighterIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.8 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -160.21 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 10, strength: 43.19 totals for planet 75 (Doorva); count: 3, strength: 24 totals for InfiltratorIII; count: 7, strength: 25.19 totals for FighterIII; count: 3, strength: 18 totals for FighterIV; count: 3, strength: 24 == grand totals; count: 13, strength: 67.19 7/30/2014 3:02:07 PM (7.047) 2:52:38 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 49 (Pizingmond) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -2.56 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 41 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 47.69 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 47.69 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 45.14 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 5 InfiltratorIII @ 3.6 each = 18 4 FighterIII @ 6 each = 24 1 BomberIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.86 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 47.69 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 32.04 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -18.99 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Pizingmond (#49) planet.CurrentFleetshipReinforcementBalance = -86.86 Reinforcement focus types: SpireGravityDrain,SpireTractorPlatform,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 86 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -53.49 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ShieldBoosterIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireTractorPlatformIV, SpireTractorPlatformIV, SpireTractorPlatformIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -53.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -220.74 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 10, strength: 48 totals for InfiltratorIII; count: 5, strength: 18 totals for FighterIII; count: 4, strength: 24 totals for BomberIII; count: 1, strength: 6 == grand totals; count: 10, strength: 48 7/30/2014 3:02:07 PM (7.047) 2:52:38 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 49 (Pizingmond) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -2.56 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 41 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 47.69 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 47.69 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 45.14 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 5 InfiltratorIII @ 3.6 each = 18 4 FighterIII @ 6 each = 24 1 BomberIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.86 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 47.69 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 32.04 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -18.99 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Pizingmond (#49) planet.CurrentFleetshipReinforcementBalance = -86.86 Reinforcement focus types: SpireGravityDrain,SpireTractorPlatform,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 86 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -53.49 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ShieldBoosterIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireTractorPlatformIV, SpireTractorPlatformIV, SpireTractorPlatformIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -53.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -220.74 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 10, strength: 48 totals for InfiltratorIII; count: 5, strength: 18 totals for FighterIII; count: 4, strength: 24 totals for BomberIII; count: 1, strength: 6 == grand totals; count: 10, strength: 48 7/30/2014 3:07:24 PM (7.047) 2:56:40 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 49 (Pizingmond) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -2.86 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 32 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 42.92 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.92 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.06 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 8 InfiltratorIII @ 3.6 each = 28.79 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.73 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.83 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 9.84 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianWarpGateII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -182.16 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Pizingmond (#49) planet.CurrentFleetshipReinforcementBalance = -53.49 Reinforcement focus types: SpireGravityDrain,SpireTractorPlatform,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 84 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -23.46 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -23.46 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -200.56 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 11, strength: 232.79 totals for InfiltratorIII; count: 8, strength: 28.79 totals for FighterIII; count: 2, strength: 12 totals for AIGuardianWarpGateII; count: 1, strength: 192 == grand totals; count: 11, strength: 232.79 7/30/2014 3:07:24 PM (7.047) 2:56:40 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 49 (Pizingmond) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -2.86 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 32 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 42.92 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.92 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.06 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 8 InfiltratorIII @ 3.6 each = 28.79 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.73 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.92 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.83 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 9.84 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 1 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianWarpGateII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -182.16 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Pizingmond (#49) planet.CurrentFleetshipReinforcementBalance = -53.49 Reinforcement focus types: SpireGravityDrain,SpireTractorPlatform,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 84 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -23.46 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -23.46 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -200.56 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 11, strength: 232.79 totals for InfiltratorIII; count: 8, strength: 28.79 totals for FighterIII; count: 2, strength: 12 totals for AIGuardianWarpGateII; count: 1, strength: 192 == grand totals; count: 11, strength: 232.79 7/30/2014 3:07:34 PM (7.047) 2:56:50 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 49 (Pizingmond) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Pizingmond (#49) planet.CurrentFleetshipReinforcementBalance = -23.46 Reinforcement focus types: SpireGravityDrain,SpireTractorPlatform,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 9.91 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ShieldBoosterIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireTractorPlatformIV, SpireTractorPlatformIV, SpireTractorPlatformIV ** Picked 1 SpireTractorPlatformIV @ 153.6 each = 153.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -143.69 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -178.14 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = -1.8 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 175 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 31.57 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, CruiserIV ** Picked 2 FighterIV @ 8 each = 16 2 CruiserIV @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.43 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -137.79 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -5.83 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 27.54 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 3 FighterII @ 4 each = 12 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -51.16 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 49 (Pizingmond); count: 1, strength: 153.6 totals for planet 75 (Doorva); count: 4, strength: 32 totals for planet 50 (Vunu); count: 4, strength: 31.2 totals for SpireTractorPlatformIV; count: 1, strength: 153.6 totals for FighterIV; count: 2, strength: 16 totals for CruiserIV; count: 2, strength: 16 totals for FighterII; count: 3, strength: 12 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 9, strength: 216.8 7/30/2014 3:07:34 PM (7.047) 2:56:50 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 49 (Pizingmond) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Pizingmond (#49) planet.CurrentFleetshipReinforcementBalance = -23.46 Reinforcement focus types: SpireGravityDrain,SpireTractorPlatform,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 9.91 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ShieldBoosterIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireGravityDrainIV, SpireTractorPlatformIV, SpireTractorPlatformIV, SpireTractorPlatformIV ** Picked 1 SpireTractorPlatformIV @ 153.6 each = 153.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -143.69 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -178.14 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Doorva (#75) planet.CurrentFleetshipReinforcementBalance = -1.8 Reinforcement focus types: Fighter,Bomber,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 175 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 31.57 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, CruiserIV ** Picked 2 FighterIV @ 8 each = 16 2 CruiserIV @ 8 each = 16 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.43 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -137.79 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -5.83 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 27.54 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 3 FighterII @ 4 each = 12 1 SpireMiniRamII @ 19.2 each = 19.2 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -51.16 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 49 (Pizingmond); count: 1, strength: 153.6 totals for planet 75 (Doorva); count: 4, strength: 32 totals for planet 50 (Vunu); count: 4, strength: 31.2 totals for SpireTractorPlatformIV; count: 1, strength: 153.6 totals for FighterIV; count: 2, strength: 16 totals for CruiserIV; count: 2, strength: 16 totals for FighterII; count: 3, strength: 12 totals for SpireMiniRamII; count: 1, strength: 19.2 == grand totals; count: 9, strength: 216.8 7/30/2014 3:11:47 PM (7.047) 3:00:53 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 34 (Aided) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Aided (#34) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Parasite,SpireTractorPlatform,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 30.03 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked 3 VorticularCutlassIII @ 3.27 each = 9.82 1 InfiltratorIII @ 3.6 each = 3.6 1 EyeBotIII @ 12 each = 12 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 20.18 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -171.82 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durcaveship (#74) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Cutlass,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.74 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, EyeBotII ** Picked 1 VorticularCutlassII @ 2.18 each = 2.18 4 FighterII @ 4 each = 16 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.3 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 17.3 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -78.7 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -0.26 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 60.06 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 59.8 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked 1 VorticularCutlassIII @ 3.27 each = 3.27 1 ZenithBeamFrigateIII @ 12 each = 12 1 SpireMiniRamIII @ 28.8 each = 28.8 2 EyeBotIII @ 12 each = 24 1 InfiltratorIII @ 3.6 each = 3.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 60.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 40.35 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -128.43 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 34 (Aided); count: 7, strength: 223.42 totals for planet 74 (Durcaveship); count: 7, strength: 122.18 totals for planet 62 (Yaqyarmurder); count: 6, strength: 71.67 totals for VorticularCutlassIII; count: 4, strength: 13.09 totals for InfiltratorIII; count: 2, strength: 7.2 totals for EyeBotIII; count: 3, strength: 36 totals for Cruiser; count: 1, strength: 6 totals for AIGuardianVampireII; count: 1, strength: 192 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for FighterII; count: 4, strength: 16 totals for EyeBotII; count: 1, strength: 8 totals for AIGuardianWarpGate; count: 1, strength: 96 totals for ZenithBeamFrigateIII; count: 1, strength: 12 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 20, strength: 417.27 7/30/2014 3:11:47 PM (7.047) 3:00:53 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 34 (Aided) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Aided (#34) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Parasite,SpireTractorPlatform,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 30.03 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked 3 VorticularCutlassIII @ 3.27 each = 9.82 1 InfiltratorIII @ 3.6 each = 3.6 1 EyeBotIII @ 12 each = 12 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 20.18 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -171.82 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durcaveship (#74) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Fighter,Cutlass,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.74 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, EyeBotII ** Picked 1 VorticularCutlassII @ 2.18 each = 2.18 4 FighterII @ 4 each = 16 1 EyeBotII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.44 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.3 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 17.3 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 3 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaider, AIGuardianVampire, AIGuardianWarpGate, TranslocatorGuardian ** Picked 1 AIGuardianWarpGate @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -78.7 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -0.26 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 25 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 60.06 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 59.8 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked 1 VorticularCutlassIII @ 3.27 each = 3.27 1 ZenithBeamFrigateIII @ 12 each = 12 1 SpireMiniRamIII @ 28.8 each = 28.8 2 EyeBotIII @ 12 each = 24 1 InfiltratorIII @ 3.6 each = 3.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -11.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 60.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 40.35 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -128.43 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 34 (Aided); count: 7, strength: 223.42 totals for planet 74 (Durcaveship); count: 7, strength: 122.18 totals for planet 62 (Yaqyarmurder); count: 6, strength: 71.67 totals for VorticularCutlassIII; count: 4, strength: 13.09 totals for InfiltratorIII; count: 2, strength: 7.2 totals for EyeBotIII; count: 3, strength: 36 totals for Cruiser; count: 1, strength: 6 totals for AIGuardianVampireII; count: 1, strength: 192 totals for VorticularCutlassII; count: 1, strength: 2.18 totals for FighterII; count: 4, strength: 16 totals for EyeBotII; count: 1, strength: 8 totals for AIGuardianWarpGate; count: 1, strength: 96 totals for ZenithBeamFrigateIII; count: 1, strength: 12 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 20, strength: 417.27 7/30/2014 3:11:55 PM (7.047) 3:01:01 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -14.22 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 19.15 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.65 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -40.74 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durcaveship (#74) planet.CurrentFleetshipReinforcementBalance = -0.44 Reinforcement focus types: Fighter,Cutlass,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 83 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 28.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.17 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, EyeBotII ** Picked 6 FighterII @ 4 each = 24 2 VorticularCutlassII @ 2.18 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.19 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 28.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 19.22 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -59.48 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -2.05 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 31.32 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII ** Picked 1 ZenithAutoBombIII @ 6 each = 6 1 SpaceTankIII @ 6 each = 6 1 SpireGravityDrainIII @ 12 each = 12 1 MLRSIII @ 7.58 each = 7.58 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -26.55 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for planet 74 (Durcaveship); count: 8, strength: 28.36 totals for planet 12 (Shoergeo); count: 4, strength: 31.58 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterII; count: 6, strength: 24 totals for VorticularCutlassII; count: 2, strength: 4.36 totals for ZenithAutoBombIII; count: 1, strength: 6 totals for SpaceTankIII; count: 1, strength: 6 totals for SpireGravityDrainIII; count: 1, strength: 12 totals for MLRSIII; count: 1, strength: 7.58 == grand totals; count: 13, strength: 88.74 7/30/2014 3:11:55 PM (7.047) 3:01:01 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -14.22 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 19.15 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.65 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -40.74 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Durcaveship (#74) planet.CurrentFleetshipReinforcementBalance = -0.44 Reinforcement focus types: Fighter,Cutlass,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 83 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 28.61 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 28.17 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, EyeBotII ** Picked 6 FighterII @ 4 each = 24 2 VorticularCutlassII @ 2.18 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.19 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 28.61 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 19.22 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -59.48 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -2.05 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 31.32 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII ** Picked 1 ZenithAutoBombIII @ 6 each = 6 1 SpaceTankIII @ 6 each = 6 1 SpireGravityDrainIII @ 12 each = 12 1 MLRSIII @ 7.58 each = 7.58 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -26.55 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for planet 74 (Durcaveship); count: 8, strength: 28.36 totals for planet 12 (Shoergeo); count: 4, strength: 31.58 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterII; count: 6, strength: 24 totals for VorticularCutlassII; count: 2, strength: 4.36 totals for ZenithAutoBombIII; count: 1, strength: 6 totals for SpaceTankIII; count: 1, strength: 6 totals for SpireGravityDrainIII; count: 1, strength: 12 totals for MLRSIII; count: 1, strength: 7.58 == grand totals; count: 13, strength: 88.74 7/30/2014 3:16:15 PM (7.047) 3:05:04 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 74 (Durcaveship) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Durcaveship (#74) planet.CurrentFleetshipReinforcementBalance = -0.19 Reinforcement focus types: Fighter,Cutlass,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.55 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, EyeBotII ** Picked 1 EyeBotII @ 8 each = 8 5 FighterII @ 4 each = 20 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.45 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.3 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -42.19 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -7.38 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 92 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.51 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked 2 BomberII @ 4 each = 8 2 FighterII @ 4 each = 8 1 ZenithBeamFrigateII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -58.12 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -0.26 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 29.77 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 2 Cruiser @ 6 each = 12 3 VorticularCutlassIII @ 3.27 each = 9.82 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.04 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -6.38 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 74 (Durcaveship); count: 6, strength: 28 totals for planet 33 (Mizing); count: 5, strength: 24 totals for planet 12 (Shoergeo); count: 7, strength: 33.82 totals for EyeBotII; count: 1, strength: 8 totals for FighterII; count: 7, strength: 28 totals for BomberII; count: 2, strength: 8 totals for ZenithBeamFrigateII; count: 1, strength: 8 totals for Cruiser; count: 2, strength: 12 totals for VorticularCutlassIII; count: 3, strength: 9.82 totals for FighterIII; count: 2, strength: 12 == grand totals; count: 18, strength: 85.82 7/30/2014 3:16:15 PM (7.047) 3:05:04 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 74 (Durcaveship) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Durcaveship (#74) planet.CurrentFleetshipReinforcementBalance = -0.19 Reinforcement focus types: Fighter,Cutlass,Eye_Bot numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 3 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 3 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 300 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.2 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 25.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 25.55 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, VorticularCutlassII, VorticularCutlassII, VorticularCutlassII, EyeBotII ** Picked 1 EyeBotII @ 8 each = 8 5 FighterII @ 4 each = 20 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.45 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 25.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 17.3 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -42.19 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -7.38 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 92 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 27.89 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.51 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked 2 BomberII @ 4 each = 8 2 FighterII @ 4 each = 8 1 ZenithBeamFrigateII @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 27.89 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 18.74 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -58.12 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -0.26 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 29.77 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 2 Cruiser @ 6 each = 12 3 VorticularCutlassIII @ 3.27 each = 9.82 2 FighterIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.04 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -6.38 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 74 (Durcaveship); count: 6, strength: 28 totals for planet 33 (Mizing); count: 5, strength: 24 totals for planet 12 (Shoergeo); count: 7, strength: 33.82 totals for EyeBotII; count: 1, strength: 8 totals for FighterII; count: 7, strength: 28 totals for BomberII; count: 2, strength: 8 totals for ZenithBeamFrigateII; count: 1, strength: 8 totals for Cruiser; count: 2, strength: 12 totals for VorticularCutlassIII; count: 3, strength: 9.82 totals for FighterIII; count: 2, strength: 12 == grand totals; count: 18, strength: 85.82 7/30/2014 3:16:24 PM (7.047) 3:05:13 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -4.04 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 137 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 29.33 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 16.04 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpireImplosionII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -175.96 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Aided (#34) planet.CurrentFleetshipReinforcementBalance = -1.39 Reinforcement focus types: Parasite,SpireTractorPlatform,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 31.98 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIII, ParasiteIII, ParasiteIII, ParasiteIII, ParasiteIII, ParasiteIII, ParasiteIII, ParasiteIII, ParasiteIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, SpireTractorPlatformIII, SpireTractorPlatformIII ** Picked 3 ParasiteIII @ 12 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.02 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -149.4 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -11.87 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 38 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 66.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 54.87 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AutocannonMinipodIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, TackleDroneLauncherIII, TackleDroneLauncherIII, TackleDroneLauncherIII ** Picked 5 SpireGravityDrainIII @ 12 each = 60 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.13 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 66.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 44.84 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -83.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 6, strength: 222 totals for planet 34 (Aided); count: 3, strength: 36 totals for planet 62 (Yaqyarmurder); count: 5, strength: 60 totals for FighterIII; count: 5, strength: 30 totals for AIGuardianSpireImplosionII; count: 1, strength: 192 totals for ParasiteIII; count: 3, strength: 36 totals for SpireGravityDrainIII; count: 5, strength: 60 == grand totals; count: 14, strength: 318 7/30/2014 3:16:24 PM (7.047) 3:05:13 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 34 (Aided) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 74 (Durcaveship) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (60 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -4.04 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 137 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 29.33 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 16.04 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianSpireImplosionII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -175.96 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Aided (#34) planet.CurrentFleetshipReinforcementBalance = -1.39 Reinforcement focus types: Parasite,SpireTractorPlatform,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 68 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 31.98 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : ParasiteIII, ParasiteIII, ParasiteIII, ParasiteIII, ParasiteIII, ParasiteIII, ParasiteIII, ParasiteIII, ParasiteIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, SpireTractorPlatformIII, SpireTractorPlatformIII ** Picked 3 ParasiteIII @ 12 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.02 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -149.4 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -11.87 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 38 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 47.69 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 66.74 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 54.87 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AutocannonMinipodIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, SpireGravityDrainIII, TackleDroneLauncherIII, TackleDroneLauncherIII, TackleDroneLauncherIII ** Picked 5 SpireGravityDrainIII @ 12 each = 60 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.13 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 66.74 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 44.84 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -83.59 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 6, strength: 222 totals for planet 34 (Aided); count: 3, strength: 36 totals for planet 62 (Yaqyarmurder); count: 5, strength: 60 totals for FighterIII; count: 5, strength: 30 totals for AIGuardianSpireImplosionII; count: 1, strength: 192 totals for ParasiteIII; count: 3, strength: 36 totals for SpireGravityDrainIII; count: 5, strength: 60 == grand totals; count: 14, strength: 318 7/30/2014 3:20:35 PM (7.047) 3:09:15 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 62 (Yaqyarmurder) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (62 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -5.13 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 26 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 60.06 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 54.93 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked 1 Cruiser @ 6 each = 6 2 BomberIII @ 6 each = 12 2 SpireMiniRamIII @ 28.8 each = 57.6 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -26.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 60.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 40.35 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -43.23 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -0.67 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 29.36 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked 1 Cruiser @ 6 each = 6 1 VorticularCutlassIII @ 3.27 each = 3.27 1 InfiltratorIII @ 3.6 each = 3.6 1 ZenithBeamFrigateIII @ 12 each = 12 1 BomberIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.51 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -155.78 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -9.65 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.38 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -20.56 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 62 (Yaqyarmurder); count: 6, strength: 81.6 totals for planet 12 (Shoergeo); count: 5, strength: 30.87 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for Cruiser; count: 2, strength: 12 totals for BomberIII; count: 3, strength: 18 totals for SpireMiniRamIII; count: 3, strength: 86.4 totals for FighterIII; count: 1, strength: 6 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for InfiltratorIII; count: 1, strength: 3.6 totals for ZenithBeamFrigateIII; count: 1, strength: 12 == grand totals; count: 12, strength: 141.27 7/30/2014 3:20:35 PM (7.047) 3:09:15 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 251 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 62 (Yaqyarmurder) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (62 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 21.46 = Trying to reinforce Yaqyarmurder (#62) planet.CurrentFleetshipReinforcementBalance = -5.13 Reinforcement focus types: SpireGravityDrain,TackleDroneLauncher,Autocannon numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 26 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 because of AICommandStation_TroopAccelerating, multiplierFromSpecialStructures *= 2 = 2 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 42.92 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 60.06 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 54.93 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked 1 Cruiser @ 6 each = 6 2 BomberIII @ 6 each = 12 2 SpireMiniRamIII @ 28.8 each = 57.6 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -26.67 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 60.06 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 40.35 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -43.23 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -0.67 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 29.36 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII ** Picked 1 Cruiser @ 6 each = 6 1 VorticularCutlassIII @ 3.27 each = 3.27 1 InfiltratorIII @ 3.6 each = 3.6 1 ZenithBeamFrigateIII @ 12 each = 12 1 BomberIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.51 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -155.78 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -9.65 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 21.46 reinforcementFleetShipBudget *= multiplierFromPriority = 21.46 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 21.46 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.03 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.38 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.03 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.18 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -20.56 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 62 (Yaqyarmurder); count: 6, strength: 81.6 totals for planet 12 (Shoergeo); count: 5, strength: 30.87 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for Cruiser; count: 2, strength: 12 totals for BomberIII; count: 3, strength: 18 totals for SpireMiniRamIII; count: 3, strength: 86.4 totals for FighterIII; count: 1, strength: 6 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for InfiltratorIII; count: 1, strength: 3.6 totals for ZenithBeamFrigateIII; count: 1, strength: 12 == grand totals; count: 12, strength: 141.27 7/30/2014 3:20:46 PM (7.047) 3:09:26 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (62 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -8.41 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 24.96 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.84 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 1.86 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -190.14 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.51 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 135 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 31.86 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 2 VorticularCutlassIII @ 3.27 each = 6.54 5 FighterIII @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.69 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -133.36 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -3.49 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 104 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.99 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 27.5 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 AcidSprayerII @ 4 each = 4 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -48.5 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.99 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.82 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -37.3 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 2, strength: 220.8 totals for planet 12 (Shoergeo); count: 7, strength: 36.54 totals for planet 33 (Mizing); count: 2, strength: 76 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for AIGuardianVampireII; count: 1, strength: 192 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for FighterIII; count: 5, strength: 30 totals for AcidSprayerII; count: 1, strength: 4 totals for TackleDroneLauncherII; count: 1, strength: 72 == grand totals; count: 11, strength: 333.34 7/30/2014 3:20:46 PM (7.047) 3:09:26 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 92 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 62 (Yaqyarmurder) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (62 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 baseReinforcementFleetShipBudget *= 0.175 = 4.27 baseReinforcementFleetShipBudget must be at most 35; = 4.27 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 24.44 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.27 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 23.85 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 23.85 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 23.85 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -8.41 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 24.96 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.84 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 1.86 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpiderII, AIGuardianVampireII, AIGuardianSpireImplosionII ** Picked 1 AIGuardianVampireII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -190.14 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.51 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 135 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 33.37 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 31.86 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 2 VorticularCutlassIII @ 3.27 each = 6.54 5 FighterIII @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.69 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 33.37 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 22.42 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -133.36 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -3.49 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 104 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 23.85 reinforcementFleetShipBudget *= multiplierFromPriority = 23.85 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 23.85 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 30.99 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 27.5 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 AcidSprayerII @ 4 each = 4 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -48.5 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 30.99 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 20.82 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -37.3 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 2, strength: 220.8 totals for planet 12 (Shoergeo); count: 7, strength: 36.54 totals for planet 33 (Mizing); count: 2, strength: 76 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for AIGuardianVampireII; count: 1, strength: 192 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for FighterIII; count: 5, strength: 30 totals for AcidSprayerII; count: 1, strength: 4 totals for TackleDroneLauncherII; count: 1, strength: 72 == grand totals; count: 11, strength: 333.34 7/30/2014 3:25:29 PM (7.047) 3:13:28 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (62 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -48.5 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 35.82 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -12.68 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.68 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 35.82 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 24.07 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -13.23 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -4.69 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.89 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 2 VorticularCutlassIII @ 3.27 each = 6.54 4 FighterIII @ 6 each = 24 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -107.44 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -3.84 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.73 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 1 InfiltratorIII @ 3.6 each = 3.6 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -164.22 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 7, strength: 36.54 totals for planet 80 (Viuh); count: 3, strength: 38.4 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for FighterIII; count: 5, strength: 30 totals for Cruiser; count: 1, strength: 6 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for InfiltratorIII; count: 1, strength: 3.6 == grand totals; count: 10, strength: 74.94 7/30/2014 3:25:29 PM (7.047) 3:13:28 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (62 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -48.5 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 111 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 35.82 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -12.68 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -12.68 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 35.82 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 24.07 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -13.23 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -4.69 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 33.89 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 2 VorticularCutlassIII @ 3.27 each = 6.54 4 FighterIII @ 6 each = 24 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -107.44 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -3.84 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.73 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 1 InfiltratorIII @ 3.6 each = 3.6 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -164.22 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 7, strength: 36.54 totals for planet 80 (Viuh); count: 3, strength: 38.4 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for FighterIII; count: 5, strength: 30 totals for Cruiser; count: 1, strength: 6 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for InfiltratorIII; count: 1, strength: 3.6 == grand totals; count: 10, strength: 74.94 7/30/2014 3:25:40 PM (7.047) 3:13:39 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (62 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -3.66 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 66 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 39.21 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -18.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -135.42 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -12.68 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 113 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 39.81 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 27.13 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -44.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 39.81 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 26.75 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 13.52 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -82.48 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -2.66 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 137 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.21 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 2 VorticularCutlassIII @ 3.27 each = 6.54 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -78.64 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 2, strength: 57.6 totals for planet 33 (Mizing); count: 2, strength: 168 totals for planet 12 (Shoergeo); count: 8, strength: 42.54 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for AIGuardianSpireImplosion; count: 1, strength: 96 totals for FighterIII; count: 5, strength: 30 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for Cruiser; count: 1, strength: 6 == grand totals; count: 12, strength: 268.14 7/30/2014 3:25:40 PM (7.047) 3:13:39 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (62 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -3.66 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 66 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 39.21 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -18.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -135.42 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -12.68 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 113 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 39.81 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 27.13 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -44.87 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 39.81 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 26.75 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 13.52 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 6 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 4 currentGuardianCount: 0 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianSpider, AIGuardianVampire, AIGuardianSpireImplosion, DevastatorGuardian ** Picked 1 AIGuardianSpireImplosion @ 96 each = 96 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -82.48 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -2.66 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 137 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.21 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 5 FighterIII @ 6 each = 30 2 VorticularCutlassIII @ 3.27 each = 6.54 1 Cruiser @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.33 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -78.64 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 80 (Viuh); count: 2, strength: 57.6 totals for planet 33 (Mizing); count: 2, strength: 168 totals for planet 12 (Shoergeo); count: 8, strength: 42.54 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for TackleDroneLauncherII; count: 1, strength: 72 totals for AIGuardianSpireImplosion; count: 1, strength: 96 totals for FighterIII; count: 5, strength: 30 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for Cruiser; count: 1, strength: 6 == grand totals; count: 12, strength: 268.14 7/30/2014 3:29:54 PM (7.047) 3:17:42 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (62 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -2.33 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.25 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 3 VorticularCutlassIII @ 3.27 each = 9.82 1 Cruiser @ 6 each = 6 4 FighterIII @ 6 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.57 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -52.72 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -18.39 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.19 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -109.51 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -44.87 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 114 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 35.82 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -9.04 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.04 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 35.82 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 24.07 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -58.42 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 8, strength: 39.82 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for VorticularCutlassIII; count: 3, strength: 9.82 totals for Cruiser; count: 1, strength: 6 totals for FighterIII; count: 4, strength: 24 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 9, strength: 68.62 7/30/2014 3:29:54 PM (7.047) 3:17:42 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 (62 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -2.33 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 130 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 36.25 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 3 VorticularCutlassIII @ 3.27 each = 9.82 1 Cruiser @ 6 each = 6 4 FighterIII @ 6 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.57 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -52.72 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -18.39 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 20.19 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -8.61 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -109.51 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -44.87 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 114 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 35.82 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -9.04 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.04 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 35.82 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 24.07 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -58.42 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 8, strength: 39.82 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for VorticularCutlassIII; count: 3, strength: 9.82 totals for Cruiser; count: 1, strength: 6 totals for FighterIII; count: 4, strength: 24 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 9, strength: 68.62 7/30/2014 3:30:04 PM (7.047) 3:17:52 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (62 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.57 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 138 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 39.3 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 7 FighterIII @ 6 each = 42 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.98 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -23.92 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -8.61 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.26 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -23.34 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -80.71 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -9.04 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 114 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 39.81 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 30.77 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -41.23 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 39.81 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 26.75 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -31.67 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 8, strength: 45.27 totals for planet 80 (Viuh); count: 2, strength: 57.6 totals for planet 33 (Mizing); count: 1, strength: 72 totals for FighterIII; count: 7, strength: 42 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for TackleDroneLauncherII; count: 1, strength: 72 == grand totals; count: 11, strength: 174.87 7/30/2014 3:30:04 PM (7.047) 3:17:52 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 (62 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.57 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 138 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 39.3 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 7 FighterIII @ 6 each = 42 1 VorticularCutlassIII @ 3.27 each = 3.27 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.98 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -23.92 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -8.61 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 64 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.26 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 2 SpireMiniRamIII @ 28.8 each = 57.6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -23.34 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -80.71 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -9.04 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 114 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 39.81 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 30.77 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, RaiderII, LazerGatlingII, DeflectorDroneII, SpaceTankII, ArmorShipII, AntiArmorShipII, MLRSII, TeleportRaiderII, TeleportBattleStationII, BulletproofFighterII, ElectricShuttleII, SniperII, ShieldBearerII, ParasiteII, VorticularCutlassII, SpiderII, InfiltratorII, EyeBotII, MunitionsBoosterII, VampireClawII, RaptorII, AutocannonMinipodII, SpacePlaneII, EtherJetII, MicroFighterII, ZenithBombardmentII, ZenithAutoBombII, GrenadeLauncherII, ZenithElectricBomberII, SentinelFrigateII, ZenithMirrorII, ZenithParalyzerII, ShieldBoosterII, ZenithBeamFrigateII, ZenithChameleonII, ZenithPolarizerII, ZenithViralShredderII, ImpulseReactionEmitterII, AcidSprayerII, SpireArmorRotterII, SpireBladeSpawnerII, SpireGravityDrainII, SpireGravityRipperII, SpireMiniRamII, SpireStealthBattleshipII, SpireTeleportingLeechII, SpireTractorPlatformII, ZenithMedicFrigateII, TackleDroneLauncherII, NeinzulScapegoatII, SpireRailclusterII, ZenithSiegeEngineII, ZenithReprocessorII, SaboteurII, NeinzulRailpodII, ZenithHydraII, YounglingShrikeII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AcidSprayerII, AcidSprayerII, AcidSprayerII, SpireTeleportingLeechII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII, TackleDroneLauncherII ** Picked 1 TackleDroneLauncherII @ 72 each = 72 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -41.23 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 39.81 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 26.75 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -31.67 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 12 (Shoergeo); count: 8, strength: 45.27 totals for planet 80 (Viuh); count: 2, strength: 57.6 totals for planet 33 (Mizing); count: 1, strength: 72 totals for FighterIII; count: 7, strength: 42 totals for VorticularCutlassIII; count: 1, strength: 3.27 totals for SpireMiniRamIII; count: 2, strength: 57.6 totals for TackleDroneLauncherII; count: 1, strength: 72 == grand totals; count: 11, strength: 174.87 7/30/2014 3:45:17 PM (7.047) 3:21:55 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 38.58 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 2 BomberIV @ 8 each = 16 3 FighterIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.42 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 25.92 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 2 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianRaiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -262.08 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -5.98 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 126 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 32.6 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 6 FighterIII @ 6 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 1.99 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianWarpGateII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -190.01 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -41.23 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 35.82 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -5.41 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 35.82 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 24.07 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -7.6 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 98 (Nomad 2); count: 6, strength: 328 totals for planet 12 (Shoergeo); count: 7, strength: 228 totals for BomberIV; count: 2, strength: 16 totals for FighterIV; count: 3, strength: 24 totals for AIGuardianRaiderIII; count: 1, strength: 288 totals for FighterIII; count: 6, strength: 36 totals for AIGuardianWarpGateII; count: 1, strength: 192 == grand totals; count: 13, strength: 556 7/30/2014 3:45:17 PM (7.047) 3:21:55 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = 0 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 38.58 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 2 BomberIV @ 8 each = 16 3 FighterIV @ 8 each = 24 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.42 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 25.92 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 12 current starship count: 2 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 3 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderIII, AIGuardianVampireIII, AIGuardianWarpGateIII ** Picked 1 AIGuardianRaiderIII @ 288 each = 288 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -262.08 remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -5.98 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 126 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 32.6 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 6 FighterIII @ 6 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.4 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = 1.99 maxStarshipsAtPlanet = planetReinforcementAITechLevel * 3 = 9 current starship count: 0 maxGuardiansPerGuardable is 1, plus 1 if Diff >= 8, plus 1 if Diff >= 10: 1 totalAllowedGuardians = numberOfGuardables * maxGuardiansPerGuardable = 5 currentGuardianCount: 1 both starships and guardians are allowed for this reinforcemenmt, so flipping a coin: guardians called Helper_PickUnitsForReinforcement with: AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : AIGuardianRaiderII, AIGuardianVampireII, AIGuardianWarpGateII ** Picked 1 AIGuardianWarpGateII @ 192 each = 192 After picking, planet.CurrentStarshipGuardianReinforcementBalance = -190.01 remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Mizing (#33) planet.CurrentFleetshipReinforcementBalance = -41.23 Reinforcement focus types: TackleDroneLauncher,AcidSprayer,SpireTeleportingLeech numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 4 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 112 populationCap = numberOfGuardables = 4 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 400 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.3 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 35.82 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -5.41 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.41 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 35.82 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 24.07 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -7.6 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 98 (Nomad 2); count: 6, strength: 328 totals for planet 12 (Shoergeo); count: 7, strength: 228 totals for BomberIV; count: 2, strength: 16 totals for FighterIV; count: 3, strength: 24 totals for AIGuardianRaiderIII; count: 1, strength: 288 totals for FighterIII; count: 6, strength: 36 totals for AIGuardianWarpGateII; count: 1, strength: 192 == grand totals; count: 13, strength: 556 7/30/2014 3:45:28 PM (7.047) 3:22:06 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -0.73 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 43 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 61.27 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.27 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 61.27 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 60.53 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 7 InfiltratorIII @ 3.6 each = 25.19 4 FighterIII @ 6 each = 24 2 BomberIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 61.27 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 41.16 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -141 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -1.42 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 91 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 41.45 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 5 BomberIV @ 8 each = 40 1 FighterIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.55 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -233.28 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 13, strength: 61.19 totals for planet 98 (Nomad 2); count: 6, strength: 48 totals for InfiltratorIII; count: 7, strength: 25.19 totals for FighterIII; count: 4, strength: 24 totals for BomberIII; count: 2, strength: 12 totals for BomberIV; count: 5, strength: 40 totals for FighterIV; count: 1, strength: 8 == grand totals; count: 19, strength: 109.19 7/30/2014 3:45:28 PM (7.047) 3:22:06 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -0.73 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 43 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 61.27 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.27 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 61.27 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 60.53 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 7 InfiltratorIII @ 3.6 each = 25.19 4 FighterIII @ 6 each = 24 2 BomberIII @ 6 each = 12 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.66 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 61.27 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 41.16 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -141 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -1.42 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 91 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 41.45 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 5 BomberIV @ 8 each = 40 1 FighterIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -6.55 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -233.28 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 13, strength: 61.19 totals for planet 98 (Nomad 2); count: 6, strength: 48 totals for InfiltratorIII; count: 7, strength: 25.19 totals for FighterIII; count: 4, strength: 24 totals for BomberIII; count: 2, strength: 12 totals for BomberIV; count: 5, strength: 40 totals for FighterIV; count: 1, strength: 8 == grand totals; count: 19, strength: 109.19 7/30/2014 3:49:30 PM (7.047) 3:26:08 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -0.66 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 35 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 55.13 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.13 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 55.13 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 54.47 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 11 InfiltratorIII @ 3.6 each = 39.59 2 FighterIII @ 6 each = 12 1 BomberIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.12 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 55.13 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 37.04 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -103.95 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -6.55 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 32.02 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 4 BomberIV @ 8 each = 32 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.34 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -207.36 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 14, strength: 57.59 totals for planet 98 (Nomad 2); count: 5, strength: 36.36 totals for InfiltratorIII; count: 11, strength: 39.59 totals for FighterIII; count: 2, strength: 12 totals for BomberIII; count: 1, strength: 6 totals for BomberIV; count: 4, strength: 32 totals for VorticularCutlassIV; count: 1, strength: 4.36 == grand totals; count: 19, strength: 93.95 7/30/2014 3:49:30 PM (7.047) 3:26:08 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 12 (Shoergeo) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -0.66 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 35 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 55.13 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 55.13 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 55.13 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 54.47 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 11 InfiltratorIII @ 3.6 each = 39.59 2 FighterIII @ 6 each = 12 1 BomberIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -3.12 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 55.13 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 37.04 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -103.95 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -6.55 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 32.02 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 4 BomberIV @ 8 each = 32 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.34 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -207.36 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 14, strength: 57.59 totals for planet 98 (Nomad 2); count: 5, strength: 36.36 totals for InfiltratorIII; count: 11, strength: 39.59 totals for FighterIII; count: 2, strength: 12 totals for BomberIII; count: 1, strength: 6 totals for BomberIV; count: 4, strength: 32 totals for VorticularCutlassIV; count: 1, strength: 4.36 == grand totals; count: 19, strength: 93.95 7/30/2014 3:49:42 PM (7.047) 3:26:20 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -3.12 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 45 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 61.27 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.27 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 61.27 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 58.15 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 8 InfiltratorIII @ 3.6 each = 28.79 5 FighterIII @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.64 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 61.27 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 41.16 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -62.79 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -4.34 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 90 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 38.53 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 4 BomberIV @ 8 each = 32 1 FighterIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -178.56 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 13, strength: 58.79 totals for planet 98 (Nomad 2); count: 5, strength: 40 totals for InfiltratorIII; count: 8, strength: 28.79 totals for FighterIII; count: 5, strength: 30 totals for BomberIV; count: 4, strength: 32 totals for FighterIV; count: 1, strength: 8 == grand totals; count: 18, strength: 98.79 7/30/2014 3:49:42 PM (7.047) 3:26:20 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) (outnumbered, +2000) reinforce priority = 2000 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 = Trying to reinforce Cavecoash (#37) planet.CurrentFleetshipReinforcementBalance = -3.12 Reinforcement focus types: Infiltrator,Fighter,Bomber numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 1 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 45 populationCap = numberOfGuardables = 1 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 100 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 populationCap = Max(populationCap,mimimum) = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 due to reinforce priority >= 2000, multiplierFromPriority += 1 = 2 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 61.27 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 61.27 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 61.27 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 58.15 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, BomberIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII, InfiltratorIII ** Picked 8 InfiltratorIII @ 3.6 each = 28.79 5 FighterIII @ 6 each = 30 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -0.64 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 61.27 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 41.16 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -62.79 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -4.34 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 90 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 38.53 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 4 BomberIV @ 8 each = 32 1 FighterIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.47 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -178.56 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 37 (Cavecoash); count: 13, strength: 58.79 totals for planet 98 (Nomad 2); count: 5, strength: 40 totals for InfiltratorIII; count: 8, strength: 28.79 totals for FighterIII; count: 5, strength: 30 totals for BomberIV; count: 4, strength: 32 totals for FighterIV; count: 1, strength: 8 == grand totals; count: 18, strength: 98.79 7/30/2014 3:53:53 PM (7.047) 3:30:21 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 50 (Vunu) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -1.47 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 37.11 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 1 VorticularCutlassIV @ 4.36 each = 4.36 4 BomberIV @ 8 each = 32 1 FighterIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -152.64 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -3.66 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.92 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 9 FighterII @ 4 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.08 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -25.24 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.4 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 133 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 35.18 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 1 Cruiser @ 6 each = 6 4 VorticularCutlassIII @ 3.27 each = 13.09 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.91 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -164.09 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 98 (Nomad 2); count: 6, strength: 44.36 totals for planet 50 (Vunu); count: 9, strength: 36 totals for planet 12 (Shoergeo); count: 8, strength: 37.09 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for BomberIV; count: 4, strength: 32 totals for FighterIV; count: 1, strength: 8 totals for FighterII; count: 9, strength: 36 totals for Cruiser; count: 1, strength: 6 totals for VorticularCutlassIII; count: 4, strength: 13.09 totals for FighterIII; count: 3, strength: 18 == grand totals; count: 23, strength: 117.45 7/30/2014 3:53:53 PM (7.047) 3:30:21 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 50 (Vunu) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 19 (Shipku) (homeworld, +500) reinforce priority = 500 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 17 (Quiginaos) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -1.47 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 37.11 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 1 VorticularCutlassIV @ 4.36 each = 4.36 4 BomberIV @ 8 each = 32 1 FighterIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -7.26 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -152.64 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Vunu (#50) planet.CurrentFleetshipReinforcementBalance = -3.66 Reinforcement focus types: Fighter,Eye_Bot,SpireMiniRam numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 76 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.92 called Helper_PickUnitsForReinforcement with: FighterII, BomberII, MissileShipII, VorticularCutlassII, InfiltratorII, EyeBotII, ZenithBeamFrigateII, SpireMiniRamII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, FighterII, EyeBotII, EyeBotII, EyeBotII, SpireMiniRamII ** Picked 9 FighterII @ 4 each = 36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.08 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -25.24 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -3.4 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 133 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 35.18 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 1 Cruiser @ 6 each = 6 4 VorticularCutlassIII @ 3.27 each = 13.09 3 FighterIII @ 6 each = 18 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.91 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -164.09 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 98 (Nomad 2); count: 6, strength: 44.36 totals for planet 50 (Vunu); count: 9, strength: 36 totals for planet 12 (Shoergeo); count: 8, strength: 37.09 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for BomberIV; count: 4, strength: 32 totals for FighterIV; count: 1, strength: 8 totals for FighterII; count: 9, strength: 36 totals for Cruiser; count: 1, strength: 6 totals for VorticularCutlassIII; count: 4, strength: 13.09 totals for FighterIII; count: 3, strength: 18 == grand totals; count: 23, strength: 117.45 7/30/2014 3:54:04 PM (7.047) 3:30:32 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -7.26 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 91 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 35.61 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 4 BomberIV @ 8 each = 32 1 FighterIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -123.84 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.91 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 141 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.96 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 6 FighterIII @ 6 each = 36 2 VorticularCutlassIII @ 3.27 each = 6.54 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.59 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -135.29 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -23.34 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 19.53 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.27 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -51.9 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 98 (Nomad 2); count: 5, strength: 40 totals for planet 12 (Shoergeo); count: 8, strength: 42.54 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for BomberIV; count: 4, strength: 32 totals for FighterIV; count: 1, strength: 8 totals for FighterIII; count: 6, strength: 36 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 14, strength: 111.34 7/30/2014 3:54:04 PM (7.047) 3:30:32 ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 12 (Shoergeo) (alerted) reinforce priority = 0 80 (Viuh) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 50 (Vunu) (alerted) reinforce priority = 0 85 (Enangorvold) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 38 (Rewboom) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 69 (Versekwig) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 83 (Sharpboatlea) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 (57 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 30.63 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -7.26 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 91 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 35.61 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, RaiderIV, LazerGatlingIV, DeflectorDroneIV, SpaceTankIV, ArmorShipIV, AntiArmorShipIV, MLRSIV, TeleportRaiderIV, TeleportBattleStationIV, BulletproofFighterIV, ElectricShuttleIV, SniperIV, ShieldBearerIV, ParasiteIV, VorticularCutlassIV, SpiderIV, InfiltratorIV, EyeBotIV, MunitionsBoosterIV, VampireClawIV, RaptorIV, AutocannonMinipodIV, SpacePlaneIV, EtherJetIV, MicroFighterIV, ZenithBombardmentIV, ZenithAutoBombIV, GrenadeLauncherIV, ZenithElectricBomberIV, SentinelFrigateIV, ZenithMirrorIV, ZenithParalyzerIV, ShieldBoosterIV, ZenithBeamFrigateIV, ZenithChameleonIV, ZenithPolarizerIV, ZenithViralShredderIV, ImpulseReactionEmitterIV, AcidSprayerIV, SpireArmorRotterIV, SpireBladeSpawnerIV, SpireGravityDrainIV, SpireGravityRipperIV, SpireMiniRamIV, SpireStealthBattleshipIV, SpireTeleportingLeechIV, SpireTractorPlatformIV, ZenithMedicFrigateIV, TackleDroneLauncherIV, NeinzulScapegoatIV, SpireRailclusterIV, ZenithSiegeEngineIV, ZenithReprocessorIV, SaboteurIV, NeinzulRailpodIV, ZenithHydraIV, YounglingShrikeIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 4 BomberIV @ 8 each = 32 1 FighterIV @ 8 each = 8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -4.39 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -123.84 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Shoergeo (#12) planet.CurrentFleetshipReinforcementBalance = -1.91 Reinforcement focus types: Fighter,Cutlass,Cruiser numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 141 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 40.96 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, FighterIII, Cruiser, VorticularCutlassIII, VorticularCutlassIII, VorticularCutlassIII ** Picked 6 FighterIII @ 6 each = 36 2 VorticularCutlassIII @ 3.27 each = 6.54 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -1.59 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -135.29 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -23.34 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 63 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 30.63 reinforcementFleetShipBudget *= multiplierFromPriority = 30.63 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 30.63 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 42.87 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 19.53 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, RaiderIII, LazerGatlingIII, DeflectorDroneIII, SpaceTankIII, ArmorShipIII, AntiArmorShipIII, MLRSIII, TeleportRaiderIII, TeleportBattleStationIII, BulletproofFighterIII, ElectricShuttleIII, SniperIII, ShieldBearerIII, ParasiteIII, VorticularCutlassIII, SpiderIII, InfiltratorIII, EyeBotIII, MunitionsBoosterIII, VampireClawIII, RaptorIII, AutocannonMinipodIII, SpacePlaneIII, EtherJetIII, MicroFighterIII, ZenithBombardmentIII, ZenithAutoBombIII, GrenadeLauncherIII, ZenithElectricBomberIII, SentinelFrigateIII, ZenithMirrorIII, ZenithParalyzerIII, ShieldBoosterIII, ZenithBeamFrigateIII, ZenithChameleonIII, ZenithPolarizerIII, ZenithViralShredderIII, ImpulseReactionEmitterIII, AcidSprayerIII, SpireArmorRotterIII, SpireBladeSpawnerIII, SpireGravityDrainIII, SpireGravityRipperIII, SpireMiniRamIII, SpireStealthBattleshipIII, SpireTeleportingLeechIII, SpireTractorPlatformIII, ZenithMedicFrigateIII, TackleDroneLauncherIII, NeinzulScapegoatIII, SpireRailclusterIII, ZenithSiegeEngineIII, ZenithReprocessorIII, SaboteurIII, NeinzulRailpodIII, ZenithHydraIII, YounglingShrikeIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -9.27 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 42.87 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 28.8 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -51.9 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 98 (Nomad 2); count: 5, strength: 40 totals for planet 12 (Shoergeo); count: 8, strength: 42.54 totals for planet 80 (Viuh); count: 1, strength: 28.8 totals for BomberIV; count: 4, strength: 32 totals for FighterIV; count: 1, strength: 8 totals for FighterIII; count: 6, strength: 36 totals for VorticularCutlassIII; count: 2, strength: 6.54 totals for SpireMiniRamIII; count: 1, strength: 28.8 == grand totals; count: 14, strength: 111.34 7/30/2014 3:58:16 PM (7.047) 3:34:34 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 80 (Viuh) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (59 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -4.39 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.19 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 3 BomberIV @ 8 each = 24 1 FighterIV @ 8 each = 8 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.17 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -97.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -9.27 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 420 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 29.31 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -25.99 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Pizingmond (#49) planet.CurrentFleetshipReinforcementBalance = -143.69 Reinforcement focus types: SpireGravityDrain,SpireTractorPlatform,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 86 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -105.11 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -105.11 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -152.23 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 98 (Nomad 2); count: 5, strength: 36.36 totals for planet 80 (Viuh); count: 2, strength: 34.8 totals for BomberIV; count: 3, strength: 24 totals for FighterIV; count: 1, strength: 8 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterIII; count: 1, strength: 6 == grand totals; count: 7, strength: 71.16 7/30/2014 3:58:16 PM (7.047) 3:34:34 ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3)) or alternatively a wave was converted to a reinforcement because Turtle or whatever AIProgressionLevelEffective = 115 AITechLevel = 1 numberOfReinforcements = (number of planets not controlled by the AI / 2) = 3 = Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) : 98 (Nomad 2) (alerted) (nomad, +100) reinforce priority = 100 80 (Viuh) (alerted) reinforce priority = 0 49 (Pizingmond) (alerted) reinforce priority = 0 33 (Mizing) (alerted) reinforce priority = 0 12 (Shoergeo) (alerted) reinforce priority = 0 37 (Cavecoash) (alerted) reinforce priority = 0 44 (Shuroadgin) (alerted) reinforce priority = 0 75 (Doorva) (alerted) reinforce priority = 0 18 (Tabo) (alerted) reinforce priority = 0 32 (Quisaro) (alerted) reinforce priority = 0 = (if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.) 30 (Yuncentho) (homeworld, +500) reinforce priority = 500 19 (Shipku) (homeworld, +500) reinforce priority = 500 83 (Sharpboatlea) (core, +300) reinforce priority = 300 67 (Sicillu) (core, +300) reinforce priority = 300 17 (Quiginaos) (core, +300) reinforce priority = 300 46 (Durbuzing) (core, +300) reinforce priority = 300 78 (Uldisvar) (core, +300) reinforce priority = 300 69 (Versekwig) (core, +300) reinforce priority = 300 (59 more reinforceable planets that are not alerted and have reinforcement priority = 0 baseReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 baseReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 baseReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 baseReinforcementFleetShipBudget *= 0.175 = 4.55 baseReinforcementFleetShipBudget must be at most 35; = 4.55 baseReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 baseReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 baseReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 uncappedAIPReinforcementFleetShipBudget = 1.5 * AIDiff * handicapMultiplier = 10.5 uncappedAIPReinforcementFleetShipBudget += 4 + ( player.AIDifficulty / 2 ) = 18 uncappedAIPReinforcementFleetShipBudget += ((AIP/10) * (AIDiff/10)) = 26.05 uncappedAIPReinforcementFleetShipBudget *= 0.175 = 4.55 uncappedAIPReinforcementFleetShipBudget *= 1 + ( AIP * 0.08 ) = 30.63 uncappedAIPReinforcementFleetShipBudget *= MultiplierFromHumanHomeworlds = 30.63 uncappedAIPReinforcementFleetShipBudget *= player.AITypeData.ReinforcementsMultiplier = 27.57 = Trying to reinforce Nomad 2 (#98) planet.CurrentFleetshipReinforcementBalance = -4.39 Reinforcement focus types: Bomber,Fighter,Cutlass numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 85 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 34.19 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, FighterIV, FighterIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, BomberIV, VorticularCutlassIV ** Picked 3 BomberIV @ 8 each = 24 1 FighterIV @ 8 each = 8 1 VorticularCutlassIV @ 4.36 each = 4.36 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -2.17 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -97.93 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 2 = Trying to reinforce Viuh (#80) planet.CurrentFleetshipReinforcementBalance = -9.27 Reinforcement focus types: SpireMiniRam,Fighter,Infiltrator numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 420 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = 29.31 called Helper_PickUnitsForReinforcement with: FighterIII, BomberIII, Cruiser, VorticularCutlassIII, InfiltratorIII, EyeBotIII, ZenithBeamFrigateIII, SpireMiniRamIII which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIII, FighterIII, FighterIII, InfiltratorIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII, SpireMiniRamIII ** Picked 1 SpireMiniRamIII @ 28.8 each = 28.8 1 FighterIII @ 6 each = 6 After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -5.49 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -25.99 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 1 = Trying to reinforce Pizingmond (#49) planet.CurrentFleetshipReinforcementBalance = -143.69 Reinforcement focus types: SpireGravityDrain,SpireTractorPlatform,ShieldBooster numberOfGuardables = planet.FgNonWormholeNonSpecialForcesGuardPosts.Count + ( planet.OrbitalCommandStation == null ? 0 : 1 ) = 5 currentPopulation = rollup.AlliedUnits.Count + rollup.Planet.FgColdStorageUnits.Count = 86 populationCap = numberOfGuardables = 5 populationCap *= Game.Instance.Options.UnitCapScale.AIShipCapPerPost = 500 since !(planet.WasOriginallyHomePlanet || planet.IsCoreAIPlanet), maximum = Game.Instance.Options.UnitCapScale.AIShipCapMaxNormal = 700 minimum = Game.Instance.Options.UnitCapScale.AIShipCapMinimum = 200 currentPopulation < populationCap, so proceeding with reinforcement here multiplierFromPriority = 1 multiplierFromSpecialStructures = 1 multiplierFromGuardPosts = 1 + planet.FgNonWormholeNonSpecialForcesGuardPosts.Count * 0.1 = 1.4 reinforcementFleetShipBudget = baseReinforcementFleetShipBudget = 27.57 reinforcementFleetShipBudget *= multiplierFromPriority = 27.57 reinforcementFleetShipBudget *= multiplierFromSpecialStructures = 27.57 reinforcementFleetShipBudget *= multiplierFromGuardPosts = 38.58 planet.CurrentFleetshipReinforcementBalance += reinforcementFleetShipBudget = -105.11 called Helper_PickUnitsForReinforcement with: FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV which became, after calling PruneFGTypeListAccordingToPlanetReinforcementTypes, : FighterIV, BomberIV, CruiserIV, VorticularCutlassIV, InfiltratorIV, EyeBotIV, ZenithBeamFrigateIV, SpireMiniRamIV ** Picked After picking fleet ships, planet.CurrentFleetshipReinforcementBalance = is now -105.11 = checking for starship or guardian reinforcements reinforcementFleetShipBudget: 38.58 player.AITypeData.StarshipBudgetMultiplier: 0.08 = reinforcementStarshipBudget = reinforcementFleetShipBudget * player.AITypeData.StarshipBudgetMultiplier * 8 = 25.92 planet.CurrentStarshipGuardianReinforcementBalance += reinforcementStarshipBudget = -152.23 since CurrentStarshipGuardianReinforcementBalance <= 0, skipping starship/guardians this time around. remainingReinforcements -= multiplierFromPriority = 0 totals for planet 98 (Nomad 2); count: 5, strength: 36.36 totals for planet 80 (Viuh); count: 2, strength: 34.8 totals for BomberIV; count: 3, strength: 24 totals for FighterIV; count: 1, strength: 8 totals for VorticularCutlassIV; count: 1, strength: 4.36 totals for SpireMiniRamIII; count: 1, strength: 28.8 totals for FighterIII; count: 1, strength: 6 == grand totals; count: 7, strength: 71.16