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IDProjectCategoryLast Update
0011537AI War 1 / ClassicBug - GameplayMay 27, 2013 11:19 am
ReporterBossman Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version6.030 
Fixed in Version6.033 
Summary0011537: AI Planets over their unit cap continue to reinforce
DescriptionI'm seeing AI planets that I've removed all normal guard posts reinforcing when they have over 400 non-threat units already there. In the attached save, Ginadmfi and Zoripno have at least six hundred units, yet the reinforcement logs usually report each AI player only has 35 to 50 units at those planets.
TagsNo tags attached.
Internal WeightNew

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Bossman

May 17, 2013 4:35 am

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Bossman

May 17, 2013 4:35 am

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LogicLog_AIMechanic_Reinforcements_MainThread.txt (255,654 bytes)   
5/16/2013 11:26:13 PM (6.029) 11:06:23	calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 173
AITechLevel = 1
NumberOfReinforcements = 4
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
35 (Rasamuke) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
33 (Murdlau) (alerted)  reinforce priority = 0
64 (Zoripno) (alerted)  reinforce priority = 0
74 (Ginadmfi) (alerted)  reinforce priority = 0
38 (Aujavo) (alerted)  reinforce priority = 0
10 (Suoshipzup) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
85 (Savra) (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.)
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
63 (Zadarkroad) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
(56 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = 0
Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform
Number of allied units on this planet = 92
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.61
reinforcementStrength *= (tech level multiplier) = 22.82
reinforcementStrength *= 0.14 = 3.19
reinforcementStrength must be at most 35; = 3.19
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.58
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 9.58
numberShips = Floor(reinforcementStrength) = 9
numberShips led to objectsToBuild.Count being 9, adding that to strength...
StrengthBudget += 9 = 9
--- AIBuyShipsFromList StrengthBudget = 9
bought 5 Cruiser for 10
total count bought: 5, total strength spent: 10, remaining = -1

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 9.08 = 8.08
AIBuyShipsFromList StrengthBudget = 8.08
bought 1 MissileShip for 2
bought 2 Infiltrator for 2.4
bought 1 Fighter for 2
bought 1 Bomber for 2
total count bought: 5, total strength spent: 8.4, remaining = -0.32
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 3.03 = 2.71
AIBuyShipsFromList StrengthBudget = 2.71
bought 1 BomberIII for 2
bought 1 InfiltratorIII for 1.2
total count bought: 2, total strength spent: 3.2, remaining = -0.49
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 3.03 = 2.54
AIBuyShipsFromList StrengthBudget = 2.54
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.46
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 3.03 = 1.56
AIBuyShipsFromList StrengthBudget = 1.56
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.44
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 2.59
AIBuyShipsFromList StrengthBudget = 2.59
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.41
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 1.62
AIBuyShipsFromList StrengthBudget = 1.62
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.38
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 2.64
AIBuyShipsFromList StrengthBudget = 2.64
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.36
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 1.67
AIBuyShipsFromList StrengthBudget = 1.67
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.33

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.33

******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -0.33
Reinforcement focus types: Fighter,Infiltrator,Fighter
Number of allied units on this planet = 12
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.61
reinforcementStrength *= (tech level multiplier) = 18.62
reinforcementStrength *= 0.14 = 2.61
reinforcementStrength must be at most 35; = 2.61
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 20.84
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 20.84
numberShips = Floor(reinforcementStrength) = 20
numberShips led to objectsToBuild.Count being 20, adding that to strength...
StrengthBudget += 20 = 19.67
--- AIBuyShipsFromList StrengthBudget = 19.67
bought 10 FighterIII for 20
total count bought: 10, total strength spent: 20, remaining = -0.33

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 2.7
AIBuyShipsFromList StrengthBudget = 2.7
bought 1 Cruiser for 2
bought 1 InfiltratorIII for 1.2
total count bought: 2, total strength spent: 3.2, remaining = -0.5
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 2.53
AIBuyShipsFromList StrengthBudget = 2.53
bought 1 InfiltratorIII for 1.2
bought 1 FighterIII for 2
total count bought: 2, total strength spent: 3.2, remaining = -0.67
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 2.35
AIBuyShipsFromList StrengthBudget = 2.35
bought 2 FighterIII for 4
total count bought: 2, total strength spent: 4, remaining = -1.65

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.65

******calling SendReinforcementsToPlanet on planet 33 (Murdlau), StrengthBudget = -1.65
Reinforcement focus types: SpireTractorPlatform,Fighter,Bomber
Number of allied units on this planet = 25
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(9+1)) = 1

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.61
reinforcementStrength *= (tech level multiplier) = 20.72
reinforcementStrength *= 0.14 = 2.9
reinforcementStrength must be at most 35; = 2.9
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 5.8
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 5.8
numberShips = Floor(reinforcementStrength) = 5
numberShips led to objectsToBuild.Count being 5, adding that to strength...
StrengthBudget += 5 = 3.35
--- AIBuyShipsFromList StrengthBudget = 3.35
bought 2 FighterIII for 4
total count bought: 2, total strength spent: 4, remaining = -0.65

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 9.08 = 8.44
AIBuyShipsFromList StrengthBudget = 8.44
bought 2 Infiltrator for 2.4
bought 1 Fighter for 2
bought 1 MissileShip for 2
bought 1 SpireBladeSpawner for 38.4
total count bought: 5, total strength spent: 44.8, remaining = -36.36
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 3.03 = -33.34
AIBuyShipsFromList StrengthBudget = -33.34
total count bought: 0, total strength spent: 0, remaining = -33.34
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 3.03 = -30.31
AIBuyShipsFromList StrengthBudget = -30.31
total count bought: 0, total strength spent: 0, remaining = -30.31
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 3.03 = -27.28
AIBuyShipsFromList StrengthBudget = -27.28
total count bought: 0, total strength spent: 0, remaining = -27.28
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 3.03 = -24.26
AIBuyShipsFromList StrengthBudget = -24.26
total count bought: 0, total strength spent: 0, remaining = -24.26
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -21.23
AIBuyShipsFromList StrengthBudget = -21.23
total count bought: 0, total strength spent: 0, remaining = -21.23
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -18.2
AIBuyShipsFromList StrengthBudget = -18.2
total count bought: 0, total strength spent: 0, remaining = -18.2
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -15.17
AIBuyShipsFromList StrengthBudget = -15.17
total count bought: 0, total strength spent: 0, remaining = -15.17
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -12.15
AIBuyShipsFromList StrengthBudget = -12.15
total count bought: 0, total strength spent: 0, remaining = -12.15

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianSpiderII to guard AIShortRangeGuardPostIII

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -12.15

******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = -12.15
Reinforcement focus types: Fighter,Fighter,Fighter
Number of allied units on this planet = 175
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61
reinforcementStrength *= (tech level multiplier) = 28.44
reinforcementStrength *= 0.14 = 3.98
reinforcementStrength must be at most 35; = 3.98
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 27.85
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 27.85
numberShips = Floor(reinforcementStrength) = 27
numberShips led to objectsToBuild.Count being 28, adding that to strength...
StrengthBudget += 28 = 15.85
--- AIBuyShipsFromList StrengthBudget = 15.85
bought 8 FighterII for 16
total count bought: 8, total strength spent: 16, remaining = -0.15

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 3.74
AIBuyShipsFromList StrengthBudget = 3.74
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -0.26
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 3.64
AIBuyShipsFromList StrengthBudget = 3.64
bought 1 FighterII for 2
bought 1 InfiltratorII for 1.2
bought 1 SpireBladeSpawnerII for 38.4
total count bought: 3, total strength spent: 41.6, remaining = -37.96
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = -34.07
AIBuyShipsFromList StrengthBudget = -34.07
total count bought: 0, total strength spent: 0, remaining = -34.07
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = -30.18
AIBuyShipsFromList StrengthBudget = -30.18
total count bought: 0, total strength spent: 0, remaining = -30.18

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -30.18
totals for planet 35 (Rasamuke); count: 21, strength: 39.6
totals for planet 80 (Moatgeoao); count: 16, strength: 30.4
totals for planet 33 (Murdlau); count: 7, strength: 48.8
totals for planet 64 (Zoripno); count: 13, strength: 61.6
totals for Cruiser; count: 15, strength: 30
totals for MissileShip; count: 2, strength: 4
totals for Infiltrator; count: 4, strength: 4.8
totals for Fighter; count: 2, strength: 4
totals for Bomber; count: 1, strength: 2
totals for BomberIII; count: 1, strength: 2
totals for InfiltratorIII; count: 3, strength: 3.6
totals for FighterIII; count: 15, strength: 30
totals for SpireBladeSpawner; count: 1, strength: 38.4
totals for FighterII; count: 11, strength: 22
totals for InfiltratorII; count: 1, strength: 1.2
totals for SpireBladeSpawnerII; count: 1, strength: 38.4
*grand totals; count: 57, strength: 180.4



5/16/2013 11:26:13 PM (6.029) 11:06:23	ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 208 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 173
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/16/2013 11:26:38 PM (6.029) 11:06:39	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 173
AITechLevel = 1
NumberOfReinforcements = 4
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 (Murdlau) (alerted)  reinforce priority = 0
64 (Zoripno) (alerted)  reinforce priority = 0
35 (Rasamuke) (alerted)  reinforce priority = 0
10 (Suoshipzup) (alerted)  reinforce priority = 0
85 (Savra) (alerted)  reinforce priority = 0
38 (Aujavo) (alerted)  reinforce priority = 0
74 (Ginadmfi) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
80 (Moatgeoao) (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.)
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
63 (Zadarkroad) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
(56 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 33 (Murdlau), StrengthBudget = 0
Reinforcement focus types: SpireTractorPlatform,Fighter,Bomber
Number of allied units on this planet = 38
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(9+1)) = 1

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61
reinforcementStrength *= (tech level multiplier) = 23.52
reinforcementStrength *= 0.14 = 3.29
reinforcementStrength must be at most 35; = 3.29
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 6.58
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 5.26
numberShips = Floor(reinforcementStrength) = 5
numberShips led to objectsToBuild.Count being 5, adding that to strength...
StrengthBudget += 5 = 5
--- AIBuyShipsFromList StrengthBudget = 5
bought 1 SpireTractorPlatformIII for 38.4
total count bought: 1, total strength spent: 38.4, remaining = -33.4

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 7.26 = -26.14
AIBuyShipsFromList StrengthBudget = -26.14
total count bought: 0, total strength spent: 0, remaining = -26.14
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 2.42 = -23.72
AIBuyShipsFromList StrengthBudget = -23.72
total count bought: 0, total strength spent: 0, remaining = -23.72
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 2.42 = -21.3
AIBuyShipsFromList StrengthBudget = -21.3
total count bought: 0, total strength spent: 0, remaining = -21.3
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 2.42 = -18.87
AIBuyShipsFromList StrengthBudget = -18.87
total count bought: 0, total strength spent: 0, remaining = -18.87
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 2.42 = -16.45
AIBuyShipsFromList StrengthBudget = -16.45
total count bought: 0, total strength spent: 0, remaining = -16.45
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -14.03
AIBuyShipsFromList StrengthBudget = -14.03
total count bought: 0, total strength spent: 0, remaining = -14.03
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -11.61
AIBuyShipsFromList StrengthBudget = -11.61
total count bought: 0, total strength spent: 0, remaining = -11.61
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -9.19
AIBuyShipsFromList StrengthBudget = -9.19
total count bought: 0, total strength spent: 0, remaining = -9.19
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -6.77
AIBuyShipsFromList StrengthBudget = -6.77
total count bought: 0, total strength spent: 0, remaining = -6.77

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -6.77

******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = -6.77
Reinforcement focus types: Fighter,Fighter,Fighter
Number of allied units on this planet = 187
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61
reinforcementStrength *= (tech level multiplier) = 28.44
reinforcementStrength *= 0.14 = 3.98
reinforcementStrength must be at most 35; = 3.98
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 27.85
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 22.28
numberShips = Floor(reinforcementStrength) = 22
numberShips led to objectsToBuild.Count being 22, adding that to strength...
StrengthBudget += 22 = 15.23
--- AIBuyShipsFromList StrengthBudget = 15.23
bought 8 FighterII for 16
total count bought: 8, total strength spent: 16, remaining = -0.77

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 2.34
AIBuyShipsFromList StrengthBudget = 2.34
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -1.66
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 1.46
AIBuyShipsFromList StrengthBudget = 1.46
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.54
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 2.57
AIBuyShipsFromList StrengthBudget = 2.57
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -1.43
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 1.68
AIBuyShipsFromList StrengthBudget = 1.68
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.32

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -0.32

******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = -0.32
Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform
Number of allied units on this planet = 113
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.61
reinforcementStrength *= (tech level multiplier) = 20.72
reinforcementStrength *= 0.14 = 2.9
reinforcementStrength must be at most 35; = 2.9
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 8.7
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 6.96
numberShips = Floor(reinforcementStrength) = 6
numberShips led to objectsToBuild.Count being 6, adding that to strength...
StrengthBudget += 6 = 5.68
--- AIBuyShipsFromList StrengthBudget = 5.68
bought 1 RaiderIII for 0.98
bought 1 SpireTractorPlatformIII for 38.4
total count bought: 2, total strength spent: 39.38, remaining = -33.7

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 7.26 = -26.44
AIBuyShipsFromList StrengthBudget = -26.44
total count bought: 0, total strength spent: 0, remaining = -26.44
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 2.42 = -24.02
AIBuyShipsFromList StrengthBudget = -24.02
total count bought: 0, total strength spent: 0, remaining = -24.02
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 2.42 = -21.59
AIBuyShipsFromList StrengthBudget = -21.59
total count bought: 0, total strength spent: 0, remaining = -21.59
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 2.42 = -19.17
AIBuyShipsFromList StrengthBudget = -19.17
total count bought: 0, total strength spent: 0, remaining = -19.17
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -16.75
AIBuyShipsFromList StrengthBudget = -16.75
total count bought: 0, total strength spent: 0, remaining = -16.75
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -14.33
AIBuyShipsFromList StrengthBudget = -14.33
total count bought: 0, total strength spent: 0, remaining = -14.33
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -11.91
AIBuyShipsFromList StrengthBudget = -11.91
total count bought: 0, total strength spent: 0, remaining = -11.91
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -9.49
AIBuyShipsFromList StrengthBudget = -9.49
total count bought: 0, total strength spent: 0, remaining = -9.49

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -9.49

******calling SendReinforcementsToPlanet on planet 10 (Suoshipzup), StrengthBudget = -9.49
Reinforcement focus types: Fighter,Fighter,Fighter
Number of allied units on this planet = 28
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(10+1)) = 0

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.61
reinforcementStrength *= (tech level multiplier) = 27.54
reinforcementStrength *= 0.14 = 3.85
reinforcementStrength must be at most 35; = 3.85
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.85
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 3.08
numberShips = Floor(reinforcementStrength) = 3
numberShips led to objectsToBuild.Count being 3, adding that to strength...
StrengthBudget += 3 = -6.49
--- AIBuyShipsFromList StrengthBudget = -6.49
total count bought: 0, total strength spent: 0, remaining = -6.49

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 9.34 = 2.85
AIBuyShipsFromList StrengthBudget = 2.85
bought 2 Fighter for 4
total count bought: 2, total strength spent: 4, remaining = -1.15
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 3.11 = 1.96
AIBuyShipsFromList StrengthBudget = 1.96
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.04
---doing pulse for AIMissileGuardPostII
StrengthBudget += 3.11 = 3.07
AIBuyShipsFromList StrengthBudget = 3.07
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -0.93
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 3.11 = 2.19
AIBuyShipsFromList StrengthBudget = 2.19
bought 1 AutocannonMinipodII for 0.98
bought 1 SpireTractorPlatformII for 38.4
total count bought: 2, total strength spent: 39.38, remaining = -37.19
---doing pulse for AIShortRangeGuardPostII
StrengthBudget += 3.11 = -34.08
AIBuyShipsFromList StrengthBudget = -34.08
total count bought: 0, total strength spent: 0, remaining = -34.08
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -30.97
AIBuyShipsFromList StrengthBudget = -30.97
total count bought: 0, total strength spent: 0, remaining = -30.97
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -27.86
AIBuyShipsFromList StrengthBudget = -27.86
total count bought: 0, total strength spent: 0, remaining = -27.86
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -24.74
AIBuyShipsFromList StrengthBudget = -24.74
total count bought: 0, total strength spent: 0, remaining = -24.74
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -21.63
AIBuyShipsFromList StrengthBudget = -21.63
total count bought: 0, total strength spent: 0, remaining = -21.63
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -18.52
AIBuyShipsFromList StrengthBudget = -18.52
total count bought: 0, total strength spent: 0, remaining = -18.52

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -18.52
totals for planet 33 (Murdlau); count: 1, strength: 38.4
totals for planet 64 (Zoripno); count: 14, strength: 28
totals for planet 35 (Rasamuke); count: 2, strength: 39.38
totals for planet 10 (Suoshipzup); count: 7, strength: 49.38
totals for SpireTractorPlatformIII; count: 2, strength: 76.8
totals for FighterII; count: 17, strength: 34
totals for RaiderIII; count: 1, strength: 0.98
totals for Fighter; count: 2, strength: 4
totals for AutocannonMinipodII; count: 1, strength: 0.98
totals for SpireTractorPlatformII; count: 1, strength: 38.4
*grand totals; count: 24, strength: 155.16



5/16/2013 11:26:38 PM (6.029) 11:06:39	ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 224 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 173
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/16/2013 11:35:42 PM (6.029) 11:10:36	calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 173
AITechLevel = 1
NumberOfReinforcements = 4
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
64 (Zoripno) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
35 (Rasamuke) (alerted)  reinforce priority = 0
38 (Aujavo) (alerted)  reinforce priority = 0
74 (Ginadmfi) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
85 (Savra) (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.)
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
9 (Binglanc) (core, +300)  reinforce priority = 300
63 (Zadarkroad) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
(58 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = 0
Reinforcement focus types: Fighter,Fighter,Fighter
Number of allied units on this planet = 33
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.61
reinforcementStrength *= (tech level multiplier) = 29.34
reinforcementStrength *= 0.14 = 4.1
reinforcementStrength must be at most 35; = 4.1
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 28.73
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 28.73
numberShips = Floor(reinforcementStrength) = 28
numberShips led to objectsToBuild.Count being 28, adding that to strength...
StrengthBudget += 28 = 28
--- AIBuyShipsFromList StrengthBudget = 28
bought 14 FighterII for 28
total count bought: 14, total strength spent: 28, remaining = 0

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 3.89
AIBuyShipsFromList StrengthBudget = 3.89
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -0.11
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 3.78
AIBuyShipsFromList StrengthBudget = 3.78
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -0.22
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 3.68
AIBuyShipsFromList StrengthBudget = 3.68
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -0.32
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 3.57
AIBuyShipsFromList StrengthBudget = 3.57
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -0.43

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.43

******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -0.43
Reinforcement focus types: Fighter,Infiltrator,Fighter
Number of allied units on this planet = 12
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61
reinforcementStrength *= (tech level multiplier) = 22.12
reinforcementStrength *= 0.14 = 3.09
reinforcementStrength must be at most 35; = 3.09
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 24.76
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 24.76
numberShips = Floor(reinforcementStrength) = 24
numberShips led to objectsToBuild.Count being 24, adding that to strength...
StrengthBudget += 24 = 23.57
--- AIBuyShipsFromList StrengthBudget = 23.57
bought 12 FighterIII for 24
bought 1 InfiltratorIII for 1.2
total count bought: 13, total strength spent: 25.2, remaining = -1.63

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 1.39
AIBuyShipsFromList StrengthBudget = 1.39
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.61
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 2.42
AIBuyShipsFromList StrengthBudget = 2.42
bought 1 InfiltratorIII for 1.2
bought 1 FighterIII for 2
total count bought: 2, total strength spent: 3.2, remaining = -0.78
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 2.25
AIBuyShipsFromList StrengthBudget = 2.25
bought 2 FighterIII for 4
total count bought: 2, total strength spent: 4, remaining = -1.75

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.75

******calling SendReinforcementsToPlanet on planet 37 (Veryode), StrengthBudget = -1.75
Reinforcement focus types: Fighter,SpireTractorPlatform,Cruiser
Number of allied units on this planet = 280
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet exceeds reinforcement population cap, cancelling reinforcement attempt

SendReinforcementsToPlanet result: did not happen

******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = -1.75
Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform
Number of allied units on this planet = 85
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.61
reinforcementStrength *= (tech level multiplier) = 18.62
reinforcementStrength *= 0.14 = 2.61
reinforcementStrength must be at most 35; = 2.61
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 7.82
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.82
numberShips = Floor(reinforcementStrength) = 7
numberShips led to objectsToBuild.Count being 7, adding that to strength...
StrengthBudget += 7 = 5.25
--- AIBuyShipsFromList StrengthBudget = 5.25
bought 3 Cruiser for 6
total count bought: 3, total strength spent: 6, remaining = -0.75

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 9.08 = 8.33
AIBuyShipsFromList StrengthBudget = 8.33
bought 1 Bomber for 2
bought 2 MissileShip for 4
bought 1 Fighter for 2
bought 1 Infiltrator for 1.2
total count bought: 5, total strength spent: 9.2, remaining = -0.87
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 3.03 = 2.16
AIBuyShipsFromList StrengthBudget = 2.16
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.84
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 3.03 = 1.19
AIBuyShipsFromList StrengthBudget = 1.19
bought 1 InfiltratorIII for 1.2
total count bought: 1, total strength spent: 1.2, remaining = -0.01
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 3.03 = 3.01
AIBuyShipsFromList StrengthBudget = 3.01
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -0.99
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 2.04
AIBuyShipsFromList StrengthBudget = 2.04
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.96
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 1.07
AIBuyShipsFromList StrengthBudget = 1.07
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.93
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 2.09
AIBuyShipsFromList StrengthBudget = 2.09
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.91
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 1.12
AIBuyShipsFromList StrengthBudget = 1.12
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.88

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.88

******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = -0.88
Reinforcement focus types: Bomber,Fighter,Bomber
Number of allied units on this planet = 12
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61
reinforcementStrength *= (tech level multiplier) = 28.44
reinforcementStrength *= 0.14 = 3.98
reinforcementStrength must be at most 35; = 3.98
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 31.83
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 31.83
numberShips = Floor(reinforcementStrength) = 31
numberShips led to objectsToBuild.Count being 31, adding that to strength...
StrengthBudget += 31 = 30.12
--- AIBuyShipsFromList StrengthBudget = 30.12
bought 14 BomberII for 28
bought 2 FighterII for 4
total count bought: 16, total strength spent: 32, remaining = -1.88

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.01
AIBuyShipsFromList StrengthBudget = 2.01
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -1.99
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 1.9
AIBuyShipsFromList StrengthBudget = 1.9
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.1
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 3.8
AIBuyShipsFromList StrengthBudget = 3.8
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -0.2

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.2
totals for planet 64 (Zoripno); count: 22, strength: 44
totals for planet 80 (Moatgeoao); count: 18, strength: 34.4
totals for planet 35 (Rasamuke); count: 19, strength: 36.4
totals for planet 38 (Aujavo); count: 21, strength: 42
totals for FighterII; count: 24, strength: 48
totals for FighterIII; count: 16, strength: 32
totals for InfiltratorIII; count: 3, strength: 3.6
totals for Cruiser; count: 13, strength: 26
totals for Bomber; count: 1, strength: 2
totals for MissileShip; count: 2, strength: 4
totals for Fighter; count: 1, strength: 2
totals for Infiltrator; count: 1, strength: 1.2
totals for BomberII; count: 19, strength: 38
*grand totals; count: 80, strength: 156.8



5/16/2013 11:35:42 PM (6.029) 11:10:36	ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 173
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/16/2013 11:35:58 PM (6.029) 11:10:51	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 173
AITechLevel = 1
NumberOfReinforcements = 4
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 (Ginadmfi) (alerted)  reinforce priority = 0
85 (Savra) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
38 (Aujavo) (alerted)  reinforce priority = 0
35 (Rasamuke) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
64 (Zoripno) (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.)
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
27 (Thercoju) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
63 (Zadarkroad) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
(58 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = 0
Reinforcement focus types: Fighter,Bomber,Cruiser
Number of allied units on this planet = 35
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.61
reinforcementStrength *= (tech level multiplier) = 27.54
reinforcementStrength *= 0.14 = 3.85
reinforcementStrength must be at most 35; = 3.85
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 30.83
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 24.65
numberShips = Floor(reinforcementStrength) = 24
numberShips led to objectsToBuild.Count being 24, adding that to strength...
StrengthBudget += 24 = 24
--- AIBuyShipsFromList StrengthBudget = 24
bought 1 FighterII for 2
bought 1 SpireTractorPlatformII for 38.4
total count bought: 2, total strength spent: 40.4, remaining = -16.4

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -13.29
AIBuyShipsFromList StrengthBudget = -13.29
total count bought: 0, total strength spent: 0, remaining = -13.29
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -10.17
AIBuyShipsFromList StrengthBudget = -10.17
total count bought: 0, total strength spent: 0, remaining = -10.17
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -7.06
AIBuyShipsFromList StrengthBudget = -7.06
total count bought: 0, total strength spent: 0, remaining = -7.06

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -7.06

******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -7.06
Reinforcement focus types: Bomber,Cruiser,Infiltrator
Number of allied units on this planet = 14
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 27.61
reinforcementStrength *= (tech level multiplier) = 24.85
reinforcementStrength *= 0.14 = 3.48
reinforcementStrength must be at most 35; = 3.48
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 27.8
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 22.24
numberShips = Floor(reinforcementStrength) = 22
numberShips led to objectsToBuild.Count being 22, adding that to strength...
StrengthBudget += 22 = 14.94
--- AIBuyShipsFromList StrengthBudget = 14.94
bought 16 AutocannonMinipodII for 15.67
total count bought: 16, total strength spent: 15.67, remaining = -0.73

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 2.38
AIBuyShipsFromList StrengthBudget = 2.38
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -1.62
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 1.49
AIBuyShipsFromList StrengthBudget = 1.49
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.51
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 2.6
AIBuyShipsFromList StrengthBudget = 2.6
bought 1 MissileShipII for 2
bought 1 BomberII for 2
total count bought: 2, total strength spent: 4, remaining = -1.4

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.4

******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -1.4
Reinforcement focus types: Fighter,Infiltrator,Fighter
Number of allied units on this planet = 30
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61
reinforcementStrength *= (tech level multiplier) = 23.52
reinforcementStrength *= 0.14 = 3.29
reinforcementStrength must be at most 35; = 3.29
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.33
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 21.06
numberShips = Floor(reinforcementStrength) = 21
numberShips led to objectsToBuild.Count being 22, adding that to strength...
StrengthBudget += 22 = 20.6
--- AIBuyShipsFromList StrengthBudget = 20.6
bought 11 BomberIII for 22
total count bought: 11, total strength spent: 22, remaining = -1.4

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 1.02
AIBuyShipsFromList StrengthBudget = 1.02
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.98
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 1.45
AIBuyShipsFromList StrengthBudget = 1.45
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.55
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 1.87
AIBuyShipsFromList StrengthBudget = 1.87
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.13

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.13

******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = -0.13
Reinforcement focus types: Bomber,Fighter,Bomber
Number of allied units on this planet = 33
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.61
reinforcementStrength *= (tech level multiplier) = 29.34
reinforcementStrength *= 0.14 = 4.1
reinforcementStrength must be at most 35; = 4.1
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 32.84
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 26.27
numberShips = Floor(reinforcementStrength) = 26
numberShips led to objectsToBuild.Count being 26, adding that to strength...
StrengthBudget += 26 = 25.87
--- AIBuyShipsFromList StrengthBudget = 25.87
bought 10 BomberII for 20
bought 3 FighterII for 6
total count bought: 13, total strength spent: 26, remaining = -0.13

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 2.98
AIBuyShipsFromList StrengthBudget = 2.98
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -1.02
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 2.09
AIBuyShipsFromList StrengthBudget = 2.09
bought 1 FighterII for 2
bought 1 BomberII for 2
total count bought: 2, total strength spent: 4, remaining = -1.91
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 1.2
AIBuyShipsFromList StrengthBudget = 1.2
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.8

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.8
totals for planet 74 (Ginadmfi); count: 2, strength: 40.4
totals for planet 85 (Savra); count: 21, strength: 25.67
totals for planet 80 (Moatgeoao); count: 14, strength: 28
totals for planet 38 (Aujavo); count: 18, strength: 36
totals for FighterII; count: 6, strength: 12
totals for SpireTractorPlatformII; count: 1, strength: 38.4
totals for AutocannonMinipodII; count: 16, strength: 15.67
totals for BomberII; count: 17, strength: 34
totals for MissileShipII; count: 1, strength: 2
totals for BomberIII; count: 11, strength: 22
totals for FighterIII; count: 3, strength: 6
*grand totals; count: 55, strength: 130.07



5/16/2013 11:35:58 PM (6.029) 11:10:51	ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 252 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 173
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/16/2013 11:42:49 PM (6.029) 11:14:49	calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 173
AITechLevel = 1
NumberOfReinforcements = 4
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 (Ginadmfi) (alerted)  reinforce priority = 0
64 (Zoripno) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
38 (Aujavo) (alerted)  reinforce priority = 0
85 (Savra) (alerted)  reinforce priority = 0
35 (Rasamuke) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
65 (Vilbi) (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.)
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
63 (Zadarkroad) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
(58 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = 0
Reinforcement focus types: Fighter,Bomber,Cruiser
Number of allied units on this planet = 35
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.61
reinforcementStrength *= (tech level multiplier) = 26.65
reinforcementStrength *= 0.14 = 3.73
reinforcementStrength must be at most 35; = 3.73
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 29.82
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 29.82
numberShips = Floor(reinforcementStrength) = 29
numberShips led to objectsToBuild.Count being 29, adding that to strength...
StrengthBudget += 29 = 29
--- AIBuyShipsFromList StrengthBudget = 29
bought 8 FighterII for 16
bought 6 BomberII for 12
bought 1 MissileShipII for 2
total count bought: 15, total strength spent: 30, remaining = -1

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.89
AIBuyShipsFromList StrengthBudget = 2.89
bought 1 FighterII for 2
bought 1 InfiltratorII for 1.2
total count bought: 2, total strength spent: 3.2, remaining = -0.31
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 3.58
AIBuyShipsFromList StrengthBudget = 3.58
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -0.42
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 3.48
AIBuyShipsFromList StrengthBudget = 3.48
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -0.52

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.52

******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = -0.52
Reinforcement focus types: Fighter,Fighter,Fighter
Number of allied units on this planet = 48
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 28.61
reinforcementStrength *= (tech level multiplier) = 25.75
reinforcementStrength *= 0.14 = 3.6
reinforcementStrength must be at most 35; = 3.6
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 25.21
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 25.21
numberShips = Floor(reinforcementStrength) = 25
numberShips led to objectsToBuild.Count being 25, adding that to strength...
StrengthBudget += 25 = 24.48
--- AIBuyShipsFromList StrengthBudget = 24.48
bought 13 FighterII for 26
total count bought: 13, total strength spent: 26, remaining = -1.52

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.37
AIBuyShipsFromList StrengthBudget = 2.37
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -1.63
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.26
AIBuyShipsFromList StrengthBudget = 2.26
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -1.74
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.15
AIBuyShipsFromList StrengthBudget = 2.15
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -1.85
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.04
AIBuyShipsFromList StrengthBudget = 2.04
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -1.96

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.96

******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -1.96
Reinforcement focus types: Fighter,Infiltrator,Fighter
Number of allied units on this planet = 12
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.61
reinforcementStrength *= (tech level multiplier) = 18.62
reinforcementStrength *= 0.14 = 2.61
reinforcementStrength must be at most 35; = 2.61
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 20.84
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 20.84
numberShips = Floor(reinforcementStrength) = 20
numberShips led to objectsToBuild.Count being 20, adding that to strength...
StrengthBudget += 20 = 18.04
--- AIBuyShipsFromList StrengthBudget = 18.04
bought 9 FighterIII for 18
bought 1 InfiltratorIII for 1.2
total count bought: 10, total strength spent: 19.2, remaining = -1.16

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 1.87
AIBuyShipsFromList StrengthBudget = 1.87
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.13
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 2.9
AIBuyShipsFromList StrengthBudget = 2.9
bought 2 FighterIII for 4
total count bought: 2, total strength spent: 4, remaining = -1.1
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 1.92
AIBuyShipsFromList StrengthBudget = 1.92
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.08

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.08

******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = -0.08
Reinforcement focus types: Bomber,Fighter,Bomber
Number of allied units on this planet = 12
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.61
reinforcementStrength *= (tech level multiplier) = 26.65
reinforcementStrength *= 0.14 = 3.73
reinforcementStrength must be at most 35; = 3.73
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 29.82
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 29.82
numberShips = Floor(reinforcementStrength) = 29
numberShips led to objectsToBuild.Count being 29, adding that to strength...
StrengthBudget += 29 = 28.92
--- AIBuyShipsFromList StrengthBudget = 28.92
bought 1 SpireBladeSpawnerII for 38.4
total count bought: 1, total strength spent: 38.4, remaining = -9.48

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = -5.58
AIBuyShipsFromList StrengthBudget = -5.58
total count bought: 0, total strength spent: 0, remaining = -5.58
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = -1.69
AIBuyShipsFromList StrengthBudget = -1.69
total count bought: 0, total strength spent: 0, remaining = -1.69
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.2
AIBuyShipsFromList StrengthBudget = 2.2
bought 1 BomberII for 2
bought 1 FighterII for 2
total count bought: 2, total strength spent: 4, remaining = -1.8

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.8
totals for planet 74 (Ginadmfi); count: 21, strength: 41.2
totals for planet 64 (Zoripno); count: 21, strength: 42
totals for planet 80 (Moatgeoao); count: 14, strength: 27.2
totals for planet 38 (Aujavo); count: 3, strength: 42.4
totals for FighterII; count: 35, strength: 70
totals for BomberII; count: 7, strength: 14
totals for MissileShipII; count: 1, strength: 2
totals for InfiltratorII; count: 1, strength: 1.2
totals for FighterIII; count: 12, strength: 24
totals for InfiltratorIII; count: 1, strength: 1.2
totals for Cruiser; count: 1, strength: 2
totals for SpireBladeSpawnerII; count: 1, strength: 38.4
*grand totals; count: 59, strength: 152.8



5/16/2013 11:42:49 PM (6.029) 11:14:49	ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 173
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/16/2013 11:43:27 PM (6.029) 11:15:05	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 173
AITechLevel = 1
NumberOfReinforcements = 4
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 (Moatgeoao) (alerted)  reinforce priority = 0
38 (Aujavo) (alerted)  reinforce priority = 0
74 (Ginadmfi) (alerted)  reinforce priority = 0
85 (Savra) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
10 (Suoshipzup) (alerted)  reinforce priority = 0
35 (Rasamuke) (alerted) (enemy strength nontrivial [> 300], +1000)  reinforce priority = 0
64 (Zoripno) (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.)
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
63 (Zadarkroad) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
(57 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = 0
Reinforcement focus types: Fighter,Infiltrator,Fighter
Number of allied units on this planet = 26
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.61
reinforcementStrength *= (tech level multiplier) = 20.72
reinforcementStrength *= 0.14 = 2.9
reinforcementStrength must be at most 35; = 2.9
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 23.19
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 18.55
numberShips = Floor(reinforcementStrength) = 18
numberShips led to objectsToBuild.Count being 18, adding that to strength...
StrengthBudget += 18 = 18
--- AIBuyShipsFromList StrengthBudget = 18
bought 9 FighterIII for 18
total count bought: 9, total strength spent: 18, remaining = 0

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 2.42
AIBuyShipsFromList StrengthBudget = 2.42
bought 2 FighterIII for 4
total count bought: 2, total strength spent: 4, remaining = -1.58
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 0.84
AIBuyShipsFromList StrengthBudget = 0.84
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.16
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 1.26
AIBuyShipsFromList StrengthBudget = 1.26
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.74

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.74

******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = -0.74
Reinforcement focus types: Bomber,Fighter,Bomber
Number of allied units on this planet = 15
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.61
reinforcementStrength *= (tech level multiplier) = 23.95
reinforcementStrength *= 0.14 = 3.35
reinforcementStrength must be at most 35; = 3.35
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.8
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 21.43
numberShips = Floor(reinforcementStrength) = 21
numberShips led to objectsToBuild.Count being 21, adding that to strength...
StrengthBudget += 21 = 20.26
--- AIBuyShipsFromList StrengthBudget = 20.26
bought 21 AutocannonMinipodII for 20.57
total count bought: 21, total strength spent: 20.57, remaining = -0.31

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 2.81
AIBuyShipsFromList StrengthBudget = 2.81
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -1.19
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 1.92
AIBuyShipsFromList StrengthBudget = 1.92
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.08
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 3.03
AIBuyShipsFromList StrengthBudget = 3.03
bought 1 SpireTractorPlatformII for 38.4
total count bought: 1, total strength spent: 38.4, remaining = -35.37

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -35.37

******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = -35.37
Reinforcement focus types: Fighter,Bomber,Cruiser
Number of allied units on this planet = 56
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.61
reinforcementStrength *= (tech level multiplier) = 23.95
reinforcementStrength *= 0.14 = 3.35
reinforcementStrength must be at most 35; = 3.35
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.8
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 21.43
numberShips = Floor(reinforcementStrength) = 21
numberShips led to objectsToBuild.Count being 21, adding that to strength...
StrengthBudget += 21 = -14.37
--- AIBuyShipsFromList StrengthBudget = -14.37
total count bought: 0, total strength spent: 0, remaining = -14.37

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -11.26
AIBuyShipsFromList StrengthBudget = -11.26
total count bought: 0, total strength spent: 0, remaining = -11.26
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -8.14
AIBuyShipsFromList StrengthBudget = -8.14
total count bought: 0, total strength spent: 0, remaining = -8.14
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -5.03
AIBuyShipsFromList StrengthBudget = -5.03
total count bought: 0, total strength spent: 0, remaining = -5.03

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -5.03

******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -5.03
Reinforcement focus types: Bomber,Cruiser,Infiltrator
Number of allied units on this planet = 14
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61
reinforcementStrength *= (tech level multiplier) = 30.24
reinforcementStrength *= 0.14 = 4.23
reinforcementStrength must be at most 35; = 4.23
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 33.85
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 27.07
numberShips = Floor(reinforcementStrength) = 27
numberShips led to objectsToBuild.Count being 27, adding that to strength...
StrengthBudget += 27 = 21.97
--- AIBuyShipsFromList StrengthBudget = 21.97
bought 9 BomberII for 18
bought 2 MissileShipII for 4
total count bought: 11, total strength spent: 22, remaining = -0.03

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 3.08
AIBuyShipsFromList StrengthBudget = 3.08
bought 1 BomberII for 2
bought 1 FighterII for 2
total count bought: 2, total strength spent: 4, remaining = -0.92
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 2.19
AIBuyShipsFromList StrengthBudget = 2.19
bought 1 BomberII for 2
bought 1 MissileShipII for 2
total count bought: 2, total strength spent: 4, remaining = -1.81
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 1.31
AIBuyShipsFromList StrengthBudget = 1.31
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.69

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.69

******doing wormhole-post-only SendGuardPostReinforcements on planet 35 (Rasamuke) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 1.73
AIBuyShipsFromList StrengthBudget = 1.73
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.27
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 2.15
AIBuyShipsFromList StrengthBudget = 2.15
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.85
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 0.57
AIBuyShipsFromList StrengthBudget = 0.57
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -1.43
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 0.99
AIBuyShipsFromList StrengthBudget = 0.99
bought 1 SpireTractorPlatformIII for 38.4
total count bought: 1, total strength spent: 38.4, remaining = -37.41
totals for planet 80 (Moatgeoao); count: 13, strength: 26
totals for planet 38 (Aujavo); count: 25, strength: 64.97
totals for planet 85 (Savra); count: 16, strength: 32
totals for planet 35 (Rasamuke); count: 5, strength: 46.4
totals for FighterIII; count: 13, strength: 26
totals for AutocannonMinipodII; count: 21, strength: 20.57
totals for BomberII; count: 15, strength: 30
totals for SpireTractorPlatformII; count: 1, strength: 38.4
totals for MissileShipII; count: 3, strength: 6
totals for FighterII; count: 1, strength: 2
totals for Cruiser; count: 4, strength: 8
totals for SpireTractorPlatformIII; count: 1, strength: 38.4
*grand totals; count: 59, strength: 169.37



5/16/2013 11:43:27 PM (6.029) 11:15:05	ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 173
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/16/2013 11:57:53 PM (6.029) 11:19:02	calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 173
AITechLevel = 1
NumberOfReinforcements = 4
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
35 (Rasamuke) (alerted) (outnumbered, +2000)  reinforce priority = 2000
74 (Ginadmfi) (alerted)  reinforce priority = 0
85 (Savra) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
10 (Suoshipzup) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
38 (Aujavo) (alerted)  reinforce priority = 0
64 (Zoripno) (alerted)  reinforce priority = 0
35 (Rasamuke) (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.)
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
9 (Binglanc) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
63 (Zadarkroad) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
(57 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = 0
Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform
Number of allied units on this planet = 64
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 27.61
reinforcementStrength *= (tech level multiplier) = 19.32
reinforcementStrength *= 0.14 = 2.7
reinforcementStrength must be at most 35; = 2.7
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 8.11
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.11
numberShips = Floor(reinforcementStrength) = 8
numberShips led to objectsToBuild.Count being 8, adding that to strength...
StrengthBudget += 8 = 8
--- AIBuyShipsFromList StrengthBudget = 8
bought 4 Cruiser for 8
total count bought: 4, total strength spent: 8, remaining = 0

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 9.08 = 9.08
AIBuyShipsFromList StrengthBudget = 9.08
bought 1 Infiltrator for 1.2
bought 1 MissileShip for 2
bought 1 SpireBladeSpawner for 38.4
total count bought: 3, total strength spent: 41.6, remaining = -32.52
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 3.03 = -29.49
AIBuyShipsFromList StrengthBudget = -29.49
total count bought: 0, total strength spent: 0, remaining = -29.49
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 3.03 = -26.46
AIBuyShipsFromList StrengthBudget = -26.46
total count bought: 0, total strength spent: 0, remaining = -26.46
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 3.03 = -23.44
AIBuyShipsFromList StrengthBudget = -23.44
total count bought: 0, total strength spent: 0, remaining = -23.44
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -20.41
AIBuyShipsFromList StrengthBudget = -20.41
total count bought: 0, total strength spent: 0, remaining = -20.41
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -17.38
AIBuyShipsFromList StrengthBudget = -17.38
total count bought: 0, total strength spent: 0, remaining = -17.38
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -14.36
AIBuyShipsFromList StrengthBudget = -14.36
total count bought: 0, total strength spent: 0, remaining = -14.36
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -11.33
AIBuyShipsFromList StrengthBudget = -11.33
total count bought: 0, total strength spent: 0, remaining = -11.33

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianFlakII to guard AIShortRangeGuardPostIII

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -11.33

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 35 (Rasamuke), StrengthBudget = -11.33
Number of allied units on this planet = 64
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61
reinforcementStrength *= (tech level multiplier) = 23.52
reinforcementStrength *= 0.14 = 3.29
reinforcementStrength must be at most 35; = 3.29
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.87
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 9.87
numberShips = Floor(reinforcementStrength) = 9
numberShips led to objectsToBuild.Count being 9, adding that to strength...
StrengthBudget += 9 = -2.33
--- AIBuyShipsFromList StrengthBudget = -2.33
total count bought: 0, total strength spent: 0, remaining = -2.33

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 9.08 = 6.75
AIBuyShipsFromList StrengthBudget = 6.75
bought 1 Bomber for 2
bought 1 Fighter for 2
bought 1 SpireBladeSpawner for 38.4
total count bought: 3, total strength spent: 42.4, remaining = -35.65
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 3.03 = -32.62
AIBuyShipsFromList StrengthBudget = -32.62
total count bought: 0, total strength spent: 0, remaining = -32.62
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 3.03 = -29.59
AIBuyShipsFromList StrengthBudget = -29.59
total count bought: 0, total strength spent: 0, remaining = -29.59
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 3.03 = -26.57
AIBuyShipsFromList StrengthBudget = -26.57
total count bought: 0, total strength spent: 0, remaining = -26.57
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -23.54
AIBuyShipsFromList StrengthBudget = -23.54
total count bought: 0, total strength spent: 0, remaining = -23.54
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -20.51
AIBuyShipsFromList StrengthBudget = -20.51
total count bought: 0, total strength spent: 0, remaining = -20.51
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -17.48
AIBuyShipsFromList StrengthBudget = -17.48
total count bought: 0, total strength spent: 0, remaining = -17.48
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -14.46
AIBuyShipsFromList StrengthBudget = -14.46
total count bought: 0, total strength spent: 0, remaining = -14.46

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -14.46

******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = -14.46
Reinforcement focus types: Fighter,Bomber,Cruiser
Number of allied units on this planet = 35
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.61
reinforcementStrength *= (tech level multiplier) = 26.65
reinforcementStrength *= 0.14 = 3.73
reinforcementStrength must be at most 35; = 3.73
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 29.82
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 29.82
numberShips = Floor(reinforcementStrength) = 29
numberShips led to objectsToBuild.Count being 29, adding that to strength...
StrengthBudget += 29 = 14.54
--- AIBuyShipsFromList StrengthBudget = 14.54
bought 7 FighterII for 14
bought 1 BomberII for 2
total count bought: 8, total strength spent: 16, remaining = -1.46

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.43
AIBuyShipsFromList StrengthBudget = 2.43
bought 1 FighterII for 2
bought 1 BomberII for 2
total count bought: 2, total strength spent: 4, remaining = -1.57
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.33
AIBuyShipsFromList StrengthBudget = 2.33
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -1.67
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.22
AIBuyShipsFromList StrengthBudget = 2.22
bought 1 InfiltratorII for 1.2
bought 1 SpireBladeSpawnerII for 38.4
total count bought: 2, total strength spent: 39.6, remaining = -37.38

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -37.38

******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -37.38
Reinforcement focus types: Bomber,Cruiser,Infiltrator
Number of allied units on this planet = 14
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61
reinforcementStrength *= (tech level multiplier) = 28.44
reinforcementStrength *= 0.14 = 3.98
reinforcementStrength must be at most 35; = 3.98
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 31.83
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 31.83
numberShips = Floor(reinforcementStrength) = 31
numberShips led to objectsToBuild.Count being 31, adding that to strength...
StrengthBudget += 31 = -6.38
--- AIBuyShipsFromList StrengthBudget = -6.38
total count bought: 0, total strength spent: 0, remaining = -6.38

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = -2.49
AIBuyShipsFromList StrengthBudget = -2.49
total count bought: 0, total strength spent: 0, remaining = -2.49
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 1.4
AIBuyShipsFromList StrengthBudget = 1.4
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -0.6
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 3.29
AIBuyShipsFromList StrengthBudget = 3.29
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -0.71

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.71
totals for planet 35 (Rasamuke); count: 10, strength: 92
totals for planet 74 (Ginadmfi); count: 14, strength: 63.6
totals for planet 85 (Savra); count: 3, strength: 6
totals for Cruiser; count: 4, strength: 8
totals for Infiltrator; count: 1, strength: 1.2
totals for MissileShip; count: 1, strength: 2
totals for SpireBladeSpawner; count: 2, strength: 76.8
totals for Bomber; count: 1, strength: 2
totals for Fighter; count: 1, strength: 2
totals for FighterII; count: 10, strength: 20
totals for BomberII; count: 4, strength: 8
totals for InfiltratorII; count: 1, strength: 1.2
totals for SpireBladeSpawnerII; count: 1, strength: 38.4
totals for MissileShipII; count: 1, strength: 2
*grand totals; count: 27, strength: 161.6



5/16/2013 11:57:53 PM (6.029) 11:19:02	ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 173
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/16/2013 11:58:12 PM (6.029) 11:19:19	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 173
AITechLevel = 1
NumberOfReinforcements = 4
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
35 (Rasamuke) (alerted) (outnumbered, +2000)  reinforce priority = 2000
64 (Zoripno) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
10 (Suoshipzup) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
85 (Savra) (alerted)  reinforce priority = 0
74 (Ginadmfi) (alerted)  reinforce priority = 0
38 (Aujavo) (alerted)  reinforce priority = 0
35 (Rasamuke) (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.)
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
75 (Garbanisi) (core, +300)  reinforce priority = 300
63 (Zadarkroad) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
(57 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = 0
Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform
Number of allied units on this planet = 65
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61
reinforcementStrength *= (tech level multiplier) = 23.52
reinforcementStrength *= 0.14 = 3.29
reinforcementStrength must be at most 35; = 3.29
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.87
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.9
numberShips = Floor(reinforcementStrength) = 7
numberShips led to objectsToBuild.Count being 7, adding that to strength...
StrengthBudget += 7 = 7
--- AIBuyShipsFromList StrengthBudget = 7
bought 4 Cruiser for 8
total count bought: 4, total strength spent: 8, remaining = -1

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 7.26 = 6.26
AIBuyShipsFromList StrengthBudget = 6.26
bought 1 SpireTractorPlatform for 38.4
total count bought: 1, total strength spent: 38.4, remaining = -32.14
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 2.42 = -29.72
AIBuyShipsFromList StrengthBudget = -29.72
total count bought: 0, total strength spent: 0, remaining = -29.72
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 2.42 = -27.3
AIBuyShipsFromList StrengthBudget = -27.3
total count bought: 0, total strength spent: 0, remaining = -27.3
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 2.42 = -24.87
AIBuyShipsFromList StrengthBudget = -24.87
total count bought: 0, total strength spent: 0, remaining = -24.87
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -22.45
AIBuyShipsFromList StrengthBudget = -22.45
total count bought: 0, total strength spent: 0, remaining = -22.45
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -20.03
AIBuyShipsFromList StrengthBudget = -20.03
total count bought: 0, total strength spent: 0, remaining = -20.03
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -17.61
AIBuyShipsFromList StrengthBudget = -17.61
total count bought: 0, total strength spent: 0, remaining = -17.61
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -15.19
AIBuyShipsFromList StrengthBudget = -15.19
total count bought: 0, total strength spent: 0, remaining = -15.19

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianBeamII to guard AIShortRangeGuardPostIII

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -15.19

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 35 (Rasamuke), StrengthBudget = -15.19
Number of allied units on this planet = 65
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (4 * 100) (must be at least 200 and at most 700) = 400
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 28.61
reinforcementStrength *= (tech level multiplier) = 20.02
reinforcementStrength *= 0.14 = 2.8
reinforcementStrength must be at most 35; = 2.8
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 8.4
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 6.72
numberShips = Floor(reinforcementStrength) = 6
numberShips led to objectsToBuild.Count being 6, adding that to strength...
StrengthBudget += 6 = -9.19
--- AIBuyShipsFromList StrengthBudget = -9.19
total count bought: 0, total strength spent: 0, remaining = -9.19

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 7.26 = -1.93
AIBuyShipsFromList StrengthBudget = -1.93
total count bought: 0, total strength spent: 0, remaining = -1.93
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 2.42 = 0.49
AIBuyShipsFromList StrengthBudget = 0.49
bought 1 RaiderIII for 0.98
total count bought: 1, total strength spent: 0.98, remaining = -0.49
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 2.42 = 1.93
AIBuyShipsFromList StrengthBudget = 1.93
bought 1 RaiderIII for 0.98
bought 1 Cruiser for 2
total count bought: 2, total strength spent: 2.98, remaining = -1.05
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 2.42 = 1.38
AIBuyShipsFromList StrengthBudget = 1.38
bought 1 RaiderIII for 0.98
bought 1 Cruiser for 2
total count bought: 2, total strength spent: 2.98, remaining = -1.6
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 0.82
AIBuyShipsFromList StrengthBudget = 0.82
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -1.18
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 1.24
AIBuyShipsFromList StrengthBudget = 1.24
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.76
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 1.66
AIBuyShipsFromList StrengthBudget = 1.66
bought 1 RaiderIII for 0.98
bought 1 Cruiser for 2
total count bought: 2, total strength spent: 2.98, remaining = -1.32
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 1.1
AIBuyShipsFromList StrengthBudget = 1.1
bought 1 RaiderIII for 0.98
bought 1 Cruiser for 2
total count bought: 2, total strength spent: 2.98, remaining = -1.88

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.88

******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = -1.88
Reinforcement focus types: Fighter,Fighter,Fighter
Number of allied units on this planet = 35
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 28.61
reinforcementStrength *= (tech level multiplier) = 25.75
reinforcementStrength *= 0.14 = 3.6
reinforcementStrength must be at most 35; = 3.6
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 25.21
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 20.16
numberShips = Floor(reinforcementStrength) = 20
numberShips led to objectsToBuild.Count being 20, adding that to strength...
StrengthBudget += 20 = 18.12
--- AIBuyShipsFromList StrengthBudget = 18.12
bought 3 BomberII for 6
bought 1 FighterII for 2
bought 1 SpireTractorPlatformII for 38.4
total count bought: 5, total strength spent: 46.4, remaining = -28.28

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -25.17
AIBuyShipsFromList StrengthBudget = -25.17
total count bought: 0, total strength spent: 0, remaining = -25.17
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -22.05
AIBuyShipsFromList StrengthBudget = -22.05
total count bought: 0, total strength spent: 0, remaining = -22.05
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -18.94
AIBuyShipsFromList StrengthBudget = -18.94
total count bought: 0, total strength spent: 0, remaining = -18.94
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = -15.83
AIBuyShipsFromList StrengthBudget = -15.83
total count bought: 0, total strength spent: 0, remaining = -15.83

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -15.83

******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -15.83
Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter
Number of allied units on this planet = 20
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61
reinforcementStrength *= (tech level multiplier) = 23.52
reinforcementStrength *= 0.14 = 3.29
reinforcementStrength must be at most 35; = 3.29
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.87
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.9
numberShips = Floor(reinforcementStrength) = 7
numberShips led to objectsToBuild.Count being 7, adding that to strength...
StrengthBudget += 7 = -8.83
--- AIBuyShipsFromList StrengthBudget = -8.83
total count bought: 0, total strength spent: 0, remaining = -8.83

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42
---doing pulse for AICommandStationShieldGuardPostIII
StrengthBudget += 2.42 = -6.41
AIBuyShipsFromList StrengthBudget = -6.41
total count bought: 0, total strength spent: 0, remaining = -6.41
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 2.42 = -3.99
AIBuyShipsFromList StrengthBudget = -3.99
total count bought: 0, total strength spent: 0, remaining = -3.99
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 2.42 = -1.57
AIBuyShipsFromList StrengthBudget = -1.57
total count bought: 0, total strength spent: 0, remaining = -1.57
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 2.42 = 0.85
AIBuyShipsFromList StrengthBudget = 0.85
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.15
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 1.28
AIBuyShipsFromList StrengthBudget = 1.28
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.72
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 1.7
AIBuyShipsFromList StrengthBudget = 1.7
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.3
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 2.12
AIBuyShipsFromList StrengthBudget = 2.12
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.88
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 0.54
AIBuyShipsFromList StrengthBudget = 0.54
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -1.46

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.46
totals for planet 35 (Rasamuke); count: 16, strength: 63.3
totals for planet 64 (Zoripno); count: 5, strength: 46.4
totals for planet 65 (Vilbi); count: 6, strength: 12
totals for Cruiser; count: 14, strength: 28
totals for SpireTractorPlatform; count: 1, strength: 38.4
totals for RaiderIII; count: 5, strength: 4.9
totals for BomberII; count: 3, strength: 6
totals for FighterII; count: 1, strength: 2
totals for SpireTractorPlatformII; count: 1, strength: 38.4
totals for FighterIII; count: 2, strength: 4
*grand totals; count: 27, strength: 121.7



5/16/2013 11:58:12 PM (6.029) 11:19:19	ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 173
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/17/2013 12:05:05 AM (6.029) 11:23:16	calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 173
AITechLevel = 1
NumberOfReinforcements = 4
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
64 (Zoripno) (alerted)  reinforce priority = 0
35 (Rasamuke) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
38 (Aujavo) (alerted)  reinforce priority = 0
85 (Savra) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
74 (Ginadmfi) (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.)
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
63 (Zadarkroad) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
(58 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = 0
Reinforcement focus types: Fighter,Fighter,Fighter
Number of allied units on this planet = 36
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61
reinforcementStrength *= (tech level multiplier) = 30.24
reinforcementStrength *= 0.14 = 4.23
reinforcementStrength must be at most 35; = 4.23
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 29.62
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 29.62
numberShips = Floor(reinforcementStrength) = 29
numberShips led to objectsToBuild.Count being 29, adding that to strength...
StrengthBudget += 29 = 29
--- AIBuyShipsFromList StrengthBudget = 29
bought 15 FighterII for 30
total count bought: 15, total strength spent: 30, remaining = -1

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.89
AIBuyShipsFromList StrengthBudget = 2.89
bought 1 BomberII for 2
bought 1 FighterII for 2
total count bought: 2, total strength spent: 4, remaining = -1.11
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.78
AIBuyShipsFromList StrengthBudget = 2.78
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -1.22
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.68
AIBuyShipsFromList StrengthBudget = 2.68
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -1.32
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = 2.57
AIBuyShipsFromList StrengthBudget = 2.57
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -1.43

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -1.43

******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = -1.43
Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform
Number of allied units on this planet = 22
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(5+1)) = 5

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61
reinforcementStrength *= (tech level multiplier) = 22.12
reinforcementStrength *= 0.14 = 3.09
reinforcementStrength must be at most 35; = 3.09
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 18.57
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 18.57
numberShips = Floor(reinforcementStrength) = 18
numberShips led to objectsToBuild.Count being 18, adding that to strength...
StrengthBudget += 18 = 16.57
--- AIBuyShipsFromList StrengthBudget = 16.57
bought 1 SpireBladeSpawnerIII for 38.4
total count bought: 1, total strength spent: 38.4, remaining = -21.83

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 9.08 = -12.75
AIBuyShipsFromList StrengthBudget = -12.75
total count bought: 0, total strength spent: 0, remaining = -12.75
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -9.72
AIBuyShipsFromList StrengthBudget = -9.72
total count bought: 0, total strength spent: 0, remaining = -9.72
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -6.7
AIBuyShipsFromList StrengthBudget = -6.7
total count bought: 0, total strength spent: 0, remaining = -6.7
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -3.67
AIBuyShipsFromList StrengthBudget = -3.67
total count bought: 0, total strength spent: 0, remaining = -3.67
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = -0.64
AIBuyShipsFromList StrengthBudget = -0.64
total count bought: 0, total strength spent: 0, remaining = -0.64

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianLightningII to guard OrbitalCommandStationIIAI

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -0.64

******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -0.64
Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter
Number of allied units on this planet = 20
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.61
reinforcementStrength *= (tech level multiplier) = 21.42
reinforcementStrength *= 0.14 = 3
reinforcementStrength must be at most 35; = 3
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 8.99
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.99
numberShips = Floor(reinforcementStrength) = 8
numberShips led to objectsToBuild.Count being 8, adding that to strength...
StrengthBudget += 8 = 7.36
--- AIBuyShipsFromList StrengthBudget = 7.36
bought 4 Cruiser for 8
total count bought: 4, total strength spent: 8, remaining = -0.64

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.03
---doing pulse for AICommandStationShieldGuardPostIII
StrengthBudget += 3.03 = 2.38
AIBuyShipsFromList StrengthBudget = 2.38
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.62
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 3.03 = 1.41
AIBuyShipsFromList StrengthBudget = 1.41
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.59
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 3.03 = 2.44
AIBuyShipsFromList StrengthBudget = 2.44
bought 1 FighterIII for 2
bought 1 Cruiser for 2
total count bought: 2, total strength spent: 4, remaining = -1.56
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 3.03 = 1.47
AIBuyShipsFromList StrengthBudget = 1.47
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.53
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 2.49
AIBuyShipsFromList StrengthBudget = 2.49
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.51
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 1.52
AIBuyShipsFromList StrengthBudget = 1.52
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.48
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 2.55
AIBuyShipsFromList StrengthBudget = 2.55
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.45
---doing pulse for WormholeCommandPost
StrengthBudget += 3.03 = 1.57
AIBuyShipsFromList StrengthBudget = 1.57
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.43

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.43

******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = -0.43
Reinforcement focus types: Bomber,Fighter,Bomber
Number of allied units on this planet = 13
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.61
reinforcementStrength *= (tech level multiplier) = 23.95
reinforcementStrength *= 0.14 = 3.35
reinforcementStrength must be at most 35; = 3.35
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.8
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 26.8
numberShips = Floor(reinforcementStrength) = 26
numberShips led to objectsToBuild.Count being 26, adding that to strength...
StrengthBudget += 26 = 25.57
--- AIBuyShipsFromList StrengthBudget = 25.57
bought 3 BomberII for 6
bought 2 FighterII for 4
bought 3 MissileShipII for 6
bought 3 InfiltratorII for 3.6
bought 1 SpireBladeSpawnerII for 38.4
total count bought: 12, total strength spent: 58, remaining = -32.43

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.89
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = -28.53
AIBuyShipsFromList StrengthBudget = -28.53
total count bought: 0, total strength spent: 0, remaining = -28.53
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = -24.64
AIBuyShipsFromList StrengthBudget = -24.64
total count bought: 0, total strength spent: 0, remaining = -24.64
---doing pulse for WormholeCommandPost
StrengthBudget += 3.89 = -20.75
AIBuyShipsFromList StrengthBudget = -20.75
total count bought: 0, total strength spent: 0, remaining = -20.75

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -20.75
totals for planet 64 (Zoripno); count: 23, strength: 46
totals for planet 35 (Rasamuke); count: 1, strength: 38.4
totals for planet 65 (Vilbi); count: 16, strength: 32
totals for planet 38 (Aujavo); count: 12, strength: 58
totals for FighterII; count: 24, strength: 48
totals for BomberII; count: 4, strength: 8
totals for SpireBladeSpawnerIII; count: 1, strength: 38.4
totals for Cruiser; count: 15, strength: 30
totals for FighterIII; count: 1, strength: 2
totals for MissileShipII; count: 3, strength: 6
totals for InfiltratorII; count: 3, strength: 3.6
totals for SpireBladeSpawnerII; count: 1, strength: 38.4
*grand totals; count: 52, strength: 174.4



5/17/2013 12:05:05 AM (6.029) 11:23:16	ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 173
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/17/2013 12:05:34 AM (6.029) 11:23:32	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 173
AITechLevel = 1
NumberOfReinforcements = 4
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 (Veryode) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
74 (Ginadmfi) (alerted)  reinforce priority = 0
85 (Savra) (alerted)  reinforce priority = 0
38 (Aujavo) (alerted)  reinforce priority = 0
64 (Zoripno) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
35 (Rasamuke) (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.)
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
75 (Garbanisi) (core, +300)  reinforce priority = 300
63 (Zadarkroad) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
(58 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 37 (Veryode), StrengthBudget = 0
Reinforcement focus types: Fighter,SpireTractorPlatform,Cruiser
Number of allied units on this planet = 68
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.61
reinforcementStrength *= (tech level multiplier) = 23.52
reinforcementStrength *= 0.14 = 3.29
reinforcementStrength must be at most 35; = 3.29
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 23.04
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 18.42
numberShips = Floor(reinforcementStrength) = 18
numberShips led to objectsToBuild.Count being 18, adding that to strength...
StrengthBudget += 18 = 18
--- AIBuyShipsFromList StrengthBudget = 18
bought 9 BomberIII for 18
total count bought: 9, total strength spent: 18, remaining = 0

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = 2.42
AIBuyShipsFromList StrengthBudget = 2.42
bought 1 SpireTractorPlatformIII for 38.4
total count bought: 1, total strength spent: 38.4, remaining = -35.98
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -33.56
AIBuyShipsFromList StrengthBudget = -33.56
total count bought: 0, total strength spent: 0, remaining = -33.56
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -31.14
AIBuyShipsFromList StrengthBudget = -31.14
total count bought: 0, total strength spent: 0, remaining = -31.14
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -28.72
AIBuyShipsFromList StrengthBudget = -28.72
total count bought: 0, total strength spent: 0, remaining = -28.72

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -28.72

******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -28.72
Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter
Number of allied units on this planet = 36
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.61
reinforcementStrength *= (tech level multiplier) = 21.42
reinforcementStrength *= 0.14 = 3
reinforcementStrength must be at most 35; = 3
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 8.99
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.19
numberShips = Floor(reinforcementStrength) = 7
numberShips led to objectsToBuild.Count being 7, adding that to strength...
StrengthBudget += 7 = -21.72
--- AIBuyShipsFromList StrengthBudget = -21.72
total count bought: 0, total strength spent: 0, remaining = -21.72

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.03
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.03
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.03
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.42
---doing pulse for AICommandStationShieldGuardPostIII
StrengthBudget += 2.42 = -19.3
AIBuyShipsFromList StrengthBudget = -19.3
total count bought: 0, total strength spent: 0, remaining = -19.3
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 2.42 = -16.87
AIBuyShipsFromList StrengthBudget = -16.87
total count bought: 0, total strength spent: 0, remaining = -16.87
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 2.42 = -14.45
AIBuyShipsFromList StrengthBudget = -14.45
total count bought: 0, total strength spent: 0, remaining = -14.45
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 2.42 = -12.03
AIBuyShipsFromList StrengthBudget = -12.03
total count bought: 0, total strength spent: 0, remaining = -12.03
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -9.61
AIBuyShipsFromList StrengthBudget = -9.61
total count bought: 0, total strength spent: 0, remaining = -9.61
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -7.19
AIBuyShipsFromList StrengthBudget = -7.19
total count bought: 0, total strength spent: 0, remaining = -7.19
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -4.77
AIBuyShipsFromList StrengthBudget = -4.77
total count bought: 0, total strength spent: 0, remaining = -4.77
---doing pulse for WormholeCommandPost
StrengthBudget += 2.42 = -2.35
AIBuyShipsFromList StrengthBudget = -2.35
total count bought: 0, total strength spent: 0, remaining = -2.35

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -2.35

******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = -2.35
Reinforcement focus types: Fighter,Bomber,Cruiser
Number of allied units on this planet = 35
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.61
reinforcementStrength *= (tech level multiplier) = 28.44
reinforcementStrength *= 0.14 = 3.98
reinforcementStrength must be at most 35; = 3.98
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 31.83
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 25.46
numberShips = Floor(reinforcementStrength) = 25
numberShips led to objectsToBuild.Count being 25, adding that to strength...
StrengthBudget += 25 = 22.65
--- AIBuyShipsFromList StrengthBudget = 22.65
bought 5 BomberII for 10
bought 7 FighterII for 14
total count bought: 12, total strength spent: 24, remaining = -1.35

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 1.76
AIBuyShipsFromList StrengthBudget = 1.76
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.24
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 2.88
AIBuyShipsFromList StrengthBudget = 2.88
bought 1 BomberII for 2
bought 1 FighterII for 2
total count bought: 2, total strength spent: 4, remaining = -1.12
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 1.99
AIBuyShipsFromList StrengthBudget = 1.99
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.01

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.01

******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -0.01
Reinforcement focus types: Bomber,Cruiser,Infiltrator
Number of allied units on this planet = 14
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 27.61
reinforcementStrength *= (tech level multiplier) = 24.85
reinforcementStrength *= 0.14 = 3.48
reinforcementStrength must be at most 35; = 3.48
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 27.8
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 22.24
numberShips = Floor(reinforcementStrength) = 22
numberShips led to objectsToBuild.Count being 22, adding that to strength...
StrengthBudget += 22 = 21.99
--- AIBuyShipsFromList StrengthBudget = 21.99
bought 9 BomberII for 18
bought 2 MissileShipII for 4
total count bought: 11, total strength spent: 22, remaining = -0.01

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.32
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.89
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.89
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.89
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.11
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 3.1
AIBuyShipsFromList StrengthBudget = 3.1
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -0.9
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 2.21
AIBuyShipsFromList StrengthBudget = 2.21
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -1.79
---doing pulse for WormholeCommandPost
StrengthBudget += 3.11 = 1.33
AIBuyShipsFromList StrengthBudget = 1.33
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.67

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.67
totals for planet 37 (Veryode); count: 10, strength: 56.4
totals for planet 74 (Ginadmfi); count: 16, strength: 32
totals for planet 85 (Savra); count: 16, strength: 32
totals for BomberIII; count: 9, strength: 18
totals for SpireTractorPlatformIII; count: 1, strength: 38.4
totals for BomberII; count: 21, strength: 42
totals for FighterII; count: 9, strength: 18
totals for MissileShipII; count: 2, strength: 4
*grand totals; count: 42, strength: 120.4



5/17/2013 12:05:34 AM (6.029) 11:23:32	ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 173
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/17/2013 12:12:52 AM (6.029) 11:27:30	calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 174
AITechLevel = 1
NumberOfReinforcements = 4
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
85 (Savra) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
74 (Ginadmfi) (alerted)  reinforce priority = 0
64 (Zoripno) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
38 (Aujavo) (alerted)  reinforce priority = 0
35 (Rasamuke) (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.)
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
63 (Zadarkroad) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
(58 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = 0
Reinforcement focus types: Bomber,Cruiser,Infiltrator
Number of allied units on this planet = 14
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.68
reinforcementStrength *= (tech level multiplier) = 27.61
reinforcementStrength *= 0.14 = 3.86
reinforcementStrength must be at most 35; = 3.86
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 30.9
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 30.9
numberShips = Floor(reinforcementStrength) = 30
numberShips led to objectsToBuild.Count being 30, adding that to strength...
StrengthBudget += 30 = 30
--- AIBuyShipsFromList StrengthBudget = 30
bought 11 BomberII for 22
bought 3 MissileShipII for 6
bought 2 InfiltratorII for 2.4
total count bought: 16, total strength spent: 30.4, remaining = -0.4

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.91
---doing pulse for WormholeCommandPost
StrengthBudget += 3.91 = 3.51
AIBuyShipsFromList StrengthBudget = 3.51
bought 1 BomberII for 2
bought 1 InfiltratorII for 1.2
bought 1 MissileShipII for 2
total count bought: 3, total strength spent: 5.2, remaining = -1.68
---doing pulse for WormholeCommandPost
StrengthBudget += 3.91 = 2.23
AIBuyShipsFromList StrengthBudget = 2.23
bought 1 MissileShipII for 2
bought 1 BomberII for 2
total count bought: 2, total strength spent: 4, remaining = -1.77
---doing pulse for WormholeCommandPost
StrengthBudget += 3.91 = 2.14
AIBuyShipsFromList StrengthBudget = 2.14
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -1.86

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -1.86

******calling SendReinforcementsToPlanet on planet 37 (Veryode), StrengthBudget = -1.86
Reinforcement focus types: Fighter,SpireTractorPlatform,Cruiser
Number of allied units on this planet = 68
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.68
reinforcementStrength *= (tech level multiplier) = 23.57
reinforcementStrength *= 0.14 = 3.3
reinforcementStrength must be at most 35; = 3.3
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 23.08
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 23.08
numberShips = Floor(reinforcementStrength) = 23
numberShips led to objectsToBuild.Count being 23, adding that to strength...
StrengthBudget += 23 = 21.14
--- AIBuyShipsFromList StrengthBudget = 21.14
bought 18 InfiltratorIII for 21.59
total count bought: 18, total strength spent: 21.59, remaining = -0.45

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.04
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = 2.59
AIBuyShipsFromList StrengthBudget = 2.59
bought 2 FighterIII for 4
total count bought: 2, total strength spent: 4, remaining = -1.41
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = 1.64
AIBuyShipsFromList StrengthBudget = 1.64
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.36
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = 2.68
AIBuyShipsFromList StrengthBudget = 2.68
bought 1 Cruiser for 2
bought 1 FighterIII for 2
total count bought: 2, total strength spent: 4, remaining = -1.32
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = 1.73
AIBuyShipsFromList StrengthBudget = 1.73
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.27

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -0.27

******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -0.27
Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter
Number of allied units on this planet = 20
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.68
reinforcementStrength *= (tech level multiplier) = 22.17
reinforcementStrength *= 0.14 = 3.1
reinforcementStrength must be at most 35; = 3.1
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.31
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 9.31
numberShips = Floor(reinforcementStrength) = 9
numberShips led to objectsToBuild.Count being 9, adding that to strength...
StrengthBudget += 9 = 8.73
--- AIBuyShipsFromList StrengthBudget = 8.73
bought 1 FighterIII for 2
bought 4 Cruiser for 8
total count bought: 5, total strength spent: 10, remaining = -1.27

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.04
---doing pulse for AICommandStationShieldGuardPostIII
StrengthBudget += 3.04 = 1.77
AIBuyShipsFromList StrengthBudget = 1.77
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.23
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 3.04 = 2.82
AIBuyShipsFromList StrengthBudget = 2.82
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.18
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 3.04 = 1.86
AIBuyShipsFromList StrengthBudget = 1.86
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.14
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 3.04 = 2.91
AIBuyShipsFromList StrengthBudget = 2.91
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.09
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = 1.95
AIBuyShipsFromList StrengthBudget = 1.95
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.05
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = 3
AIBuyShipsFromList StrengthBudget = 3
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = 2.04
AIBuyShipsFromList StrengthBudget = 2.04
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.96
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = 1.09
AIBuyShipsFromList StrengthBudget = 1.09
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.91

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.91

******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = -0.91
Reinforcement focus types: Fighter,Bomber,Cruiser
Number of allied units on this planet = 35
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.68
reinforcementStrength *= (tech level multiplier) = 30.31
reinforcementStrength *= 0.14 = 4.24
reinforcementStrength must be at most 35; = 4.24
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 33.92
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 33.92
numberShips = Floor(reinforcementStrength) = 33
numberShips led to objectsToBuild.Count being 33, adding that to strength...
StrengthBudget += 33 = 32.09
--- AIBuyShipsFromList StrengthBudget = 32.09
bought 1 MissileShipII for 2
bought 13 FighterII for 26
bought 3 BomberII for 6
total count bought: 17, total strength spent: 34, remaining = -1.91

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.91
---doing pulse for WormholeCommandPost
StrengthBudget += 3.91 = 2
AIBuyShipsFromList StrengthBudget = 2
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = 0
---doing pulse for WormholeCommandPost
StrengthBudget += 3.91 = 3.91
AIBuyShipsFromList StrengthBudget = 3.91
bought 1 FighterII for 2
bought 1 BomberII for 2
total count bought: 2, total strength spent: 4, remaining = -0.09
---doing pulse for WormholeCommandPost
StrengthBudget += 3.91 = 3.83
AIBuyShipsFromList StrengthBudget = 3.83
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -0.17

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.17
totals for planet 85 (Savra); count: 23, strength: 43.6
totals for planet 37 (Veryode); count: 24, strength: 33.59
totals for planet 65 (Vilbi); count: 17, strength: 34
totals for planet 74 (Ginadmfi); count: 22, strength: 44
totals for BomberII; count: 19, strength: 38
totals for MissileShipII; count: 7, strength: 14
totals for InfiltratorII; count: 3, strength: 3.6
totals for InfiltratorIII; count: 18, strength: 21.59
totals for FighterIII; count: 8, strength: 16
totals for Cruiser; count: 15, strength: 30
totals for FighterII; count: 16, strength: 32
*grand totals; count: 86, strength: 155.19



5/17/2013 12:12:52 AM (6.029) 11:27:30	ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 174
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/17/2013 12:13:08 AM (6.029) 11:27:46	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 174
AITechLevel = 1
NumberOfReinforcements = 4
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
38 (Aujavo) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
35 (Rasamuke) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
64 (Zoripno) (alerted)  reinforce priority = 0
85 (Savra) (alerted)  reinforce priority = 0
74 (Ginadmfi) (alerted)  reinforce priority = 0
37 (Veryode) (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.)
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
27 (Thercoju) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
63 (Zadarkroad) (core, +300)  reinforce priority = 300
(58 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = 0
Reinforcement focus types: Bomber,Fighter,Bomber
Number of allied units on this planet = 12
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.68
reinforcementStrength *= (tech level multiplier) = 27.61
reinforcementStrength *= 0.14 = 3.86
reinforcementStrength must be at most 35; = 3.86
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 30.9
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 24.71
numberShips = Floor(reinforcementStrength) = 24
numberShips led to objectsToBuild.Count being 24, adding that to strength...
StrengthBudget += 24 = 24
--- AIBuyShipsFromList StrengthBudget = 24
bought 24 AutocannonMinipodII for 23.51
total count bought: 24, total strength spent: 23.51, remaining = 0.49

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.13
---doing pulse for WormholeCommandPost
StrengthBudget += 3.13 = 3.62
AIBuyShipsFromList StrengthBudget = 3.62
bought 1 FighterII for 2
bought 1 BomberII for 2
total count bought: 2, total strength spent: 4, remaining = -0.38
---doing pulse for WormholeCommandPost
StrengthBudget += 3.13 = 2.75
AIBuyShipsFromList StrengthBudget = 2.75
bought 1 FighterII for 2
bought 1 BomberII for 2
total count bought: 2, total strength spent: 4, remaining = -1.25
---doing pulse for WormholeCommandPost
StrengthBudget += 3.13 = 1.88
AIBuyShipsFromList StrengthBudget = 1.88
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.12

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.12

******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -0.12
Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter
Number of allied units on this planet = 37
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.68
reinforcementStrength *= (tech level multiplier) = 23.57
reinforcementStrength *= 0.14 = 3.3
reinforcementStrength must be at most 35; = 3.3
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.89
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.91
numberShips = Floor(reinforcementStrength) = 7
numberShips led to objectsToBuild.Count being 7, adding that to strength...
StrengthBudget += 7 = 6.88
--- AIBuyShipsFromList StrengthBudget = 6.88
bought 1 SpireTractorPlatformIII for 38.4
total count bought: 1, total strength spent: 38.4, remaining = -31.52

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.44
---doing pulse for AICommandStationShieldGuardPostIII
StrengthBudget += 2.44 = -29.08
AIBuyShipsFromList StrengthBudget = -29.08
total count bought: 0, total strength spent: 0, remaining = -29.08
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 2.44 = -26.65
AIBuyShipsFromList StrengthBudget = -26.65
total count bought: 0, total strength spent: 0, remaining = -26.65
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 2.44 = -24.21
AIBuyShipsFromList StrengthBudget = -24.21
total count bought: 0, total strength spent: 0, remaining = -24.21
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 2.44 = -21.78
AIBuyShipsFromList StrengthBudget = -21.78
total count bought: 0, total strength spent: 0, remaining = -21.78
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = -19.34
AIBuyShipsFromList StrengthBudget = -19.34
total count bought: 0, total strength spent: 0, remaining = -19.34
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = -16.91
AIBuyShipsFromList StrengthBudget = -16.91
total count bought: 0, total strength spent: 0, remaining = -16.91
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = -14.47
AIBuyShipsFromList StrengthBudget = -14.47
total count bought: 0, total strength spent: 0, remaining = -14.47
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = -12.04
AIBuyShipsFromList StrengthBudget = -12.04
total count bought: 0, total strength spent: 0, remaining = -12.04

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -12.04

******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = -12.04
Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform
Number of allied units on this planet = 14
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.68
reinforcementStrength *= (tech level multiplier) = 22.17
reinforcementStrength *= 0.14 = 3.1
reinforcementStrength must be at most 35; = 3.1
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 21.71
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 17.37
numberShips = Floor(reinforcementStrength) = 17
numberShips led to objectsToBuild.Count being 17, adding that to strength...
StrengthBudget += 17 = 4.96
--- AIBuyShipsFromList StrengthBudget = 4.96
bought 3 Cruiser for 6
total count bought: 3, total strength spent: 6, remaining = -1.04

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.44
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = 1.4
AIBuyShipsFromList StrengthBudget = 1.4
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.6
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = 1.83
AIBuyShipsFromList StrengthBudget = 1.83
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.17
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = 2.27
AIBuyShipsFromList StrengthBudget = 2.27
bought 1 RaiderIII for 0.98
bought 1 Cruiser for 2
total count bought: 2, total strength spent: 2.98, remaining = -0.71
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = 1.73
AIBuyShipsFromList StrengthBudget = 1.73
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.27

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianLightningII to guard OrbitalCommandStationIIAI

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.27

******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -0.27
Reinforcement focus types: Fighter,Infiltrator,Fighter
Number of allied units on this planet = 12
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 27.68
reinforcementStrength *= (tech level multiplier) = 19.37
reinforcementStrength *= 0.14 = 2.71
reinforcementStrength must be at most 35; = 2.71
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 21.68
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 17.34
numberShips = Floor(reinforcementStrength) = 17
numberShips led to objectsToBuild.Count being 17, adding that to strength...
StrengthBudget += 17 = 16.73
--- AIBuyShipsFromList StrengthBudget = 16.73
bought 9 FighterIII for 18
total count bought: 9, total strength spent: 18, remaining = -1.27

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.44
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = 1.16
AIBuyShipsFromList StrengthBudget = 1.16
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.84
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = 1.6
AIBuyShipsFromList StrengthBudget = 1.6
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.4
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = 2.03
AIBuyShipsFromList StrengthBudget = 2.03
bought 2 FighterIII for 4
total count bought: 2, total strength spent: 4, remaining = -1.97

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.97
totals for planet 38 (Aujavo); count: 29, strength: 33.51
totals for planet 65 (Vilbi); count: 1, strength: 38.4
totals for planet 35 (Rasamuke); count: 8, strength: 14.98
totals for planet 80 (Moatgeoao); count: 13, strength: 26
totals for AutocannonMinipodII; count: 24, strength: 23.51
totals for FighterII; count: 3, strength: 6
totals for BomberII; count: 2, strength: 4
totals for SpireTractorPlatformIII; count: 1, strength: 38.4
totals for Cruiser; count: 7, strength: 14
totals for RaiderIII; count: 1, strength: 0.98
totals for FighterIII; count: 13, strength: 26
*grand totals; count: 51, strength: 112.89



5/17/2013 12:13:08 AM (6.029) 11:27:46	ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 174
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/17/2013 12:20:30 AM (6.029) 11:31:43	calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 174
AITechLevel = 1
NumberOfReinforcements = 4
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
38 (Aujavo) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
85 (Savra) (alerted)  reinforce priority = 0
35 (Rasamuke) (alerted)  reinforce priority = 0
74 (Ginadmfi) (alerted)  reinforce priority = 0
64 (Zoripno) (alerted)  reinforce priority = 0
37 (Veryode) (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.)
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
27 (Thercoju) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
63 (Zadarkroad) (core, +300)  reinforce priority = 300
(58 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = 0
Reinforcement focus types: Bomber,Fighter,Bomber
Number of allied units on this planet = 12
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.68
reinforcementStrength *= (tech level multiplier) = 30.31
reinforcementStrength *= 0.14 = 4.24
reinforcementStrength must be at most 35; = 4.24
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 33.92
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 33.92
numberShips = Floor(reinforcementStrength) = 33
numberShips led to objectsToBuild.Count being 33, adding that to strength...
StrengthBudget += 33 = 33
--- AIBuyShipsFromList StrengthBudget = 33
bought 4 FighterII for 8
bought 4 MissileShipII for 8
bought 6 InfiltratorII for 7.2
bought 5 BomberII for 10
total count bought: 19, total strength spent: 33.2, remaining = -0.2

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.91
---doing pulse for WormholeCommandPost
StrengthBudget += 3.91 = 3.72
AIBuyShipsFromList StrengthBudget = 3.72
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -0.28
---doing pulse for WormholeCommandPost
StrengthBudget += 3.91 = 3.63
AIBuyShipsFromList StrengthBudget = 3.63
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -0.37
---doing pulse for WormholeCommandPost
StrengthBudget += 3.91 = 3.54
AIBuyShipsFromList StrengthBudget = 3.54
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -0.46

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.46

******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -0.46
Reinforcement focus types: Fighter,Infiltrator,Fighter
Number of allied units on this planet = 12
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.68
reinforcementStrength *= (tech level multiplier) = 23.57
reinforcementStrength *= 0.14 = 3.3
reinforcementStrength must be at most 35; = 3.3
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.38
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 26.38
numberShips = Floor(reinforcementStrength) = 26
numberShips led to objectsToBuild.Count being 26, adding that to strength...
StrengthBudget += 26 = 25.54
--- AIBuyShipsFromList StrengthBudget = 25.54
bought 1 BomberIII for 2
bought 1 FighterIII for 2
bought 2 InfiltratorIII for 2.4
bought 1 SpireBladeSpawnerIII for 38.4
total count bought: 5, total strength spent: 44.8, remaining = -19.25

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.04
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = -16.21
AIBuyShipsFromList StrengthBudget = -16.21
total count bought: 0, total strength spent: 0, remaining = -16.21
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = -13.17
AIBuyShipsFromList StrengthBudget = -13.17
total count bought: 0, total strength spent: 0, remaining = -13.17
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = -10.12
AIBuyShipsFromList StrengthBudget = -10.12
total count bought: 0, total strength spent: 0, remaining = -10.12

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -10.12

******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -10.12
Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter
Number of allied units on this planet = 20
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 26.68
reinforcementStrength *= (tech level multiplier) = 18.67
reinforcementStrength *= 0.14 = 2.61
reinforcementStrength must be at most 35; = 2.61
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 7.84
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.84
numberShips = Floor(reinforcementStrength) = 7
numberShips led to objectsToBuild.Count being 7, adding that to strength...
StrengthBudget += 7 = -3.12
--- AIBuyShipsFromList StrengthBudget = -3.12
total count bought: 0, total strength spent: 0, remaining = -3.12

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.04
---doing pulse for AICommandStationShieldGuardPostIII
StrengthBudget += 3.04 = -0.08
AIBuyShipsFromList StrengthBudget = -0.08
total count bought: 0, total strength spent: 0, remaining = -0.08
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 3.04 = 2.97
AIBuyShipsFromList StrengthBudget = 2.97
bought 1 FighterIII for 2
bought 1 Cruiser for 2
total count bought: 2, total strength spent: 4, remaining = -1.03
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 3.04 = 2.01
AIBuyShipsFromList StrengthBudget = 2.01
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.99
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 3.04 = 1.06
AIBuyShipsFromList StrengthBudget = 1.06
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.94
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = 2.1
AIBuyShipsFromList StrengthBudget = 2.1
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.9
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = 1.15
AIBuyShipsFromList StrengthBudget = 1.15
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.85
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = 2.19
AIBuyShipsFromList StrengthBudget = 2.19
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.81
---doing pulse for WormholeCommandPost
StrengthBudget += 3.04 = 1.24
AIBuyShipsFromList StrengthBudget = 1.24
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.76

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.76

******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -0.76
Reinforcement focus types: Bomber,Cruiser,Infiltrator
Number of allied units on this planet = 14
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.68
reinforcementStrength *= (tech level multiplier) = 27.61
reinforcementStrength *= 0.14 = 3.86
reinforcementStrength must be at most 35; = 3.86
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 30.9
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 30.9
numberShips = Floor(reinforcementStrength) = 30
numberShips led to objectsToBuild.Count being 30, adding that to strength...
StrengthBudget += 30 = 29.24
--- AIBuyShipsFromList StrengthBudget = 29.24
bought 3 MissileShipII for 6
bought 12 BomberII for 24
bought 1 InfiltratorII for 1.2
total count bought: 16, total strength spent: 31.2, remaining = -1.96

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.91
---doing pulse for WormholeCommandPost
StrengthBudget += 3.91 = 1.95
AIBuyShipsFromList StrengthBudget = 1.95
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.05
---doing pulse for WormholeCommandPost
StrengthBudget += 3.91 = 3.87
AIBuyShipsFromList StrengthBudget = 3.87
bought 1 BomberII for 2
bought 1 MissileShipII for 2
total count bought: 2, total strength spent: 4, remaining = -0.13
---doing pulse for WormholeCommandPost
StrengthBudget += 3.91 = 3.78
AIBuyShipsFromList StrengthBudget = 3.78
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -0.22

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.22
totals for planet 38 (Aujavo); count: 25, strength: 45.2
totals for planet 80 (Moatgeoao); count: 5, strength: 44.8
totals for planet 65 (Vilbi); count: 11, strength: 22
totals for planet 85 (Savra); count: 21, strength: 41.2
totals for FighterII; count: 4, strength: 8
totals for MissileShipII; count: 8, strength: 16
totals for InfiltratorII; count: 7, strength: 8.4
totals for BomberII; count: 27, strength: 54
totals for BomberIII; count: 1, strength: 2
totals for FighterIII; count: 2, strength: 4
totals for InfiltratorIII; count: 2, strength: 2.4
totals for SpireBladeSpawnerIII; count: 1, strength: 38.4
totals for Cruiser; count: 10, strength: 20
*grand totals; count: 62, strength: 153.2



5/17/2013 12:20:30 AM (6.029) 11:31:43	ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 174
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/17/2013 12:20:47 AM (6.029) 11:32:00	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 174
AITechLevel = 1
NumberOfReinforcements = 4
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
38 (Aujavo) (alerted)  reinforce priority = 0
35 (Rasamuke) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted)  reinforce priority = 0
85 (Savra) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
74 (Ginadmfi) (alerted)  reinforce priority = 0
64 (Zoripno) (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.)
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
9 (Binglanc) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
63 (Zadarkroad) (core, +300)  reinforce priority = 300
(58 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = 0
Reinforcement focus types: Bomber,Fighter,Bomber
Number of allied units on this planet = 37
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.68
reinforcementStrength *= (tech level multiplier) = 28.51
reinforcementStrength *= 0.14 = 3.99
reinforcementStrength must be at most 35; = 3.99
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 31.9
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 25.52
numberShips = Floor(reinforcementStrength) = 25
numberShips led to objectsToBuild.Count being 25, adding that to strength...
StrengthBudget += 25 = 25
--- AIBuyShipsFromList StrengthBudget = 25
bought 12 BomberII for 24
bought 1 MissileShipII for 2
bought 1 RaiderII for 0.98
total count bought: 14, total strength spent: 26.98, remaining = -1.98

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.13
---doing pulse for WormholeCommandPost
StrengthBudget += 3.13 = 1.15
AIBuyShipsFromList StrengthBudget = 1.15
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.85
---doing pulse for WormholeCommandPost
StrengthBudget += 3.13 = 2.28
AIBuyShipsFromList StrengthBudget = 2.28
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -1.72
---doing pulse for WormholeCommandPost
StrengthBudget += 3.13 = 1.41
AIBuyShipsFromList StrengthBudget = 1.41
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.59

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.59

******calling SendReinforcementsToPlanet on planet 35 (Rasamuke), StrengthBudget = -0.59
Reinforcement focus types: Cruiser,Raider,SpireTractorPlatform
Number of allied units on this planet = 14
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 27.68
reinforcementStrength *= (tech level multiplier) = 19.37
reinforcementStrength *= 0.14 = 2.71
reinforcementStrength must be at most 35; = 2.71
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 18.97
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 15.17
numberShips = Floor(reinforcementStrength) = 15
numberShips led to objectsToBuild.Count being 15, adding that to strength...
StrengthBudget += 15 = 14.41
--- AIBuyShipsFromList StrengthBudget = 14.41
bought 6 BomberIII for 12
bought 1 SpireTractorPlatformIII for 38.4
total count bought: 7, total strength spent: 50.4, remaining = -35.99

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.44
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = -33.55
AIBuyShipsFromList StrengthBudget = -33.55
total count bought: 0, total strength spent: 0, remaining = -33.55
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = -31.12
AIBuyShipsFromList StrengthBudget = -31.12
total count bought: 0, total strength spent: 0, remaining = -31.12
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = -28.68
AIBuyShipsFromList StrengthBudget = -28.68
total count bought: 0, total strength spent: 0, remaining = -28.68
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = -26.25
AIBuyShipsFromList StrengthBudget = -26.25
total count bought: 0, total strength spent: 0, remaining = -26.25

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -26.25

******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = -26.25
Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter
Number of allied units on this planet = 31
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (5 * 100) (must be at least 200 and at most 700) = 500
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(8+1)) = 2

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.68
reinforcementStrength *= (tech level multiplier) = 22.87
reinforcementStrength *= 0.14 = 3.2
reinforcementStrength must be at most 35; = 3.2
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 9.6
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.68
numberShips = Floor(reinforcementStrength) = 7
numberShips led to objectsToBuild.Count being 7, adding that to strength...
StrengthBudget += 7 = -19.25
--- AIBuyShipsFromList StrengthBudget = -19.25
total count bought: 0, total strength spent: 0, remaining = -19.25

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.04
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.04
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.04
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.44
---doing pulse for AICommandStationShieldGuardPostIII
StrengthBudget += 2.44 = -16.81
AIBuyShipsFromList StrengthBudget = -16.81
total count bought: 0, total strength spent: 0, remaining = -16.81
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 2.44 = -14.38
AIBuyShipsFromList StrengthBudget = -14.38
total count bought: 0, total strength spent: 0, remaining = -14.38
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 2.44 = -11.94
AIBuyShipsFromList StrengthBudget = -11.94
total count bought: 0, total strength spent: 0, remaining = -11.94
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 2.44 = -9.51
AIBuyShipsFromList StrengthBudget = -9.51
total count bought: 0, total strength spent: 0, remaining = -9.51
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = -7.07
AIBuyShipsFromList StrengthBudget = -7.07
total count bought: 0, total strength spent: 0, remaining = -7.07
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = -4.64
AIBuyShipsFromList StrengthBudget = -4.64
total count bought: 0, total strength spent: 0, remaining = -4.64
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = -2.2
AIBuyShipsFromList StrengthBudget = -2.2
total count bought: 0, total strength spent: 0, remaining = -2.2
---doing pulse for WormholeCommandPost
StrengthBudget += 2.44 = 0.23
AIBuyShipsFromList StrengthBudget = 0.23
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -1.77

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -1.77

******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -1.77
Reinforcement focus types: Bomber,Cruiser,Infiltrator
Number of allied units on this planet = 35
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 17; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.68
reinforcementStrength *= (tech level multiplier) = 30.31
reinforcementStrength *= 0.14 = 4.24
reinforcementStrength must be at most 35; = 4.24
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 33.92
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 27.13
numberShips = Floor(reinforcementStrength) = 27
numberShips led to objectsToBuild.Count being 27, adding that to strength...
StrengthBudget += 27 = 25.23
--- AIBuyShipsFromList StrengthBudget = 25.23
bought 10 BomberII for 20
bought 3 MissileShipII for 6
total count bought: 13, total strength spent: 26, remaining = -0.77

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.35
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.91
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.91
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.91
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.13
---doing pulse for WormholeCommandPost
StrengthBudget += 3.13 = 2.36
AIBuyShipsFromList StrengthBudget = 2.36
bought 1 AutocannonMinipodII for 0.98
bought 1 SpireTractorPlatformII for 38.4
total count bought: 2, total strength spent: 39.38, remaining = -37.02
---doing pulse for WormholeCommandPost
StrengthBudget += 3.13 = -33.89
AIBuyShipsFromList StrengthBudget = -33.89
total count bought: 0, total strength spent: 0, remaining = -33.89
---doing pulse for WormholeCommandPost
StrengthBudget += 3.13 = -30.75
AIBuyShipsFromList StrengthBudget = -30.75
total count bought: 0, total strength spent: 0, remaining = -30.75

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -30.75
totals for planet 38 (Aujavo); count: 18, strength: 34.98
totals for planet 35 (Rasamuke); count: 7, strength: 50.4
totals for planet 65 (Vilbi); count: 1, strength: 2
totals for planet 85 (Savra); count: 15, strength: 65.38
totals for BomberII; count: 26, strength: 52
totals for MissileShipII; count: 4, strength: 8
totals for RaiderII; count: 1, strength: 0.98
totals for BomberIII; count: 6, strength: 12
totals for SpireTractorPlatformIII; count: 1, strength: 38.4
totals for Cruiser; count: 1, strength: 2
totals for AutocannonMinipodII; count: 1, strength: 0.98
totals for SpireTractorPlatformII; count: 1, strength: 38.4
*grand totals; count: 41, strength: 152.76



5/17/2013 12:20:47 AM (6.029) 11:32:00	ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 174
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/17/2013 12:28:50 AM (6.029) 11:35:57	calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 194
AITechLevel = 1
NumberOfReinforcements = 4
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
65 (Vilbi) (alerted) (outnumbered, +2000)  reinforce priority = 2000
85 (Savra) (alerted)  reinforce priority = 0
74 (Ginadmfi) (alerted)  reinforce priority = 0
38 (Aujavo) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
35 (Rasamuke) (alerted)  reinforce priority = 0
64 (Zoripno) (alerted)  reinforce priority = 0
65 (Vilbi) (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.)
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
63 (Zadarkroad) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
75 (Garbanisi) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
(58 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 65 (Vilbi), StrengthBudget = 0
Reinforcement focus types: Cruiser,SpireTractorPlatform,Fighter
Number of allied units on this planet = 26
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (2 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(5+1)) = 5

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.08
reinforcementStrength *= (tech level multiplier) = 20.35
reinforcementStrength *= 0.14 = 2.85
reinforcementStrength must be at most 35; = 2.85
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 17.08
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 17.08
numberShips = Floor(reinforcementStrength) = 17
numberShips led to objectsToBuild.Count being 17, adding that to strength...
StrengthBudget += 17 = 17
--- AIBuyShipsFromList StrengthBudget = 17
bought 9 BomberIII for 18
total count bought: 9, total strength spent: 18, remaining = -1

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.39
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.39
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.39
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.39
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 3.39 = 2.39
AIBuyShipsFromList StrengthBudget = 2.39
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.61
---doing pulse for WormholeCommandPost
StrengthBudget += 3.39 = 1.79
AIBuyShipsFromList StrengthBudget = 1.79
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.21
---doing pulse for WormholeCommandPost
StrengthBudget += 3.39 = 3.18
AIBuyShipsFromList StrengthBudget = 3.18
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -0.82
---doing pulse for WormholeCommandPost
StrengthBudget += 3.39 = 2.58
AIBuyShipsFromList StrengthBudget = 2.58
bought 2 Cruiser for 4
total count bought: 2, total strength spent: 4, remaining = -1.42
---doing pulse for WormholeCommandPost
StrengthBudget += 3.39 = 1.97
AIBuyShipsFromList StrengthBudget = 1.97
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.03

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianBeamII to guard OrbitalCommandStationIIAI

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.03

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 65 (Vilbi), StrengthBudget = -0.03
Number of allied units on this planet = 26
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (2 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(5+1)) = 5

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.08
reinforcementStrength *= (tech level multiplier) = 20.35
reinforcementStrength *= 0.14 = 2.85
reinforcementStrength must be at most 35; = 2.85
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 17.08
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 17.08
numberShips = Floor(reinforcementStrength) = 17
numberShips led to objectsToBuild.Count being 17, adding that to strength...
StrengthBudget += 17 = 16.97
--- AIBuyShipsFromList StrengthBudget = 16.97
bought 6 Cruiser for 12
bought 3 FighterIII for 6
total count bought: 9, total strength spent: 18, remaining = -1.03

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.39
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.39
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.39
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.39
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 3.39 = 2.37
AIBuyShipsFromList StrengthBudget = 2.37
bought 1 Cruiser for 2
bought 1 FighterIII for 2
total count bought: 2, total strength spent: 4, remaining = -1.63
---doing pulse for WormholeCommandPost
StrengthBudget += 3.39 = 1.76
AIBuyShipsFromList StrengthBudget = 1.76
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -0.24
---doing pulse for WormholeCommandPost
StrengthBudget += 3.39 = 3.16
AIBuyShipsFromList StrengthBudget = 3.16
bought 1 FighterIII for 2
bought 1 Cruiser for 2
total count bought: 2, total strength spent: 4, remaining = -0.84
---doing pulse for WormholeCommandPost
StrengthBudget += 3.39 = 2.55
AIBuyShipsFromList StrengthBudget = 2.55
bought 1 InfiltratorIII for 1.2
bought 1 SpireBladeSpawnerIII for 38.4
total count bought: 2, total strength spent: 39.6, remaining = -37.05
---doing pulse for WormholeCommandPost
StrengthBudget += 3.39 = -33.65
AIBuyShipsFromList StrengthBudget = -33.65
total count bought: 0, total strength spent: 0, remaining = -33.65

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -33.65

******calling SendReinforcementsToPlanet on planet 85 (Savra), StrengthBudget = -33.65
Reinforcement focus types: Bomber,Cruiser,Infiltrator
Number of allied units on this planet = 14
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.08
reinforcementStrength *= (tech level multiplier) = 29.77
reinforcementStrength *= 0.14 = 4.16
reinforcementStrength must be at most 35; = 4.16
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 33.31
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 33.31
numberShips = Floor(reinforcementStrength) = 33
numberShips led to objectsToBuild.Count being 33, adding that to strength...
StrengthBudget += 33 = -0.65
--- AIBuyShipsFromList StrengthBudget = -0.65
total count bought: 0, total strength spent: 0, remaining = -0.65

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.36
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.36
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.36
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 4.36
---doing pulse for WormholeCommandPost
StrengthBudget += 4.36 = 3.71
AIBuyShipsFromList StrengthBudget = 3.71
bought 2 BomberII for 4
bought 1 InfiltratorII for 1.2
total count bought: 3, total strength spent: 5.2, remaining = -1.49
---doing pulse for WormholeCommandPost
StrengthBudget += 4.36 = 2.87
AIBuyShipsFromList StrengthBudget = 2.87
bought 1 MissileShipII for 2
bought 1 BomberII for 2
total count bought: 2, total strength spent: 4, remaining = -1.13
---doing pulse for WormholeCommandPost
StrengthBudget += 4.36 = 3.24
AIBuyShipsFromList StrengthBudget = 3.24
bought 1 SpireBladeSpawnerII for 38.4
total count bought: 1, total strength spent: 38.4, remaining = -35.16

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -35.16

******calling SendReinforcementsToPlanet on planet 74 (Ginadmfi), StrengthBudget = -35.16
Reinforcement focus types: Fighter,Bomber,Cruiser
Number of allied units on this planet = 35
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.08
reinforcementStrength *= (tech level multiplier) = 27.07
reinforcementStrength *= 0.14 = 3.79
reinforcementStrength must be at most 35; = 3.79
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 30.29
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, reinforcementStrength = 30.29
numberShips = Floor(reinforcementStrength) = 30
numberShips led to objectsToBuild.Count being 30, adding that to strength...
StrengthBudget += 30 = -5.16
--- AIBuyShipsFromList StrengthBudget = -5.16
total count bought: 0, total strength spent: 0, remaining = -5.16

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.36
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.36
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.36
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 4.36
---doing pulse for WormholeCommandPost
StrengthBudget += 4.36 = -0.8
AIBuyShipsFromList StrengthBudget = -0.8
total count bought: 0, total strength spent: 0, remaining = -0.8
---doing pulse for WormholeCommandPost
StrengthBudget += 4.36 = 3.57
AIBuyShipsFromList StrengthBudget = 3.57
bought 1 BomberII for 2
bought 1 FighterII for 2
total count bought: 2, total strength spent: 4, remaining = -0.43
---doing pulse for WormholeCommandPost
StrengthBudget += 4.36 = 3.93
AIBuyShipsFromList StrengthBudget = 3.93
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -0.07

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.07
totals for planet 65 (Vilbi); count: 33, strength: 101.6
totals for planet 85 (Savra); count: 6, strength: 47.6
totals for planet 74 (Ginadmfi); count: 4, strength: 8
totals for BomberIII; count: 9, strength: 18
totals for Cruiser; count: 17, strength: 34
totals for FighterIII; count: 5, strength: 10
totals for InfiltratorIII; count: 1, strength: 1.2
totals for SpireBladeSpawnerIII; count: 1, strength: 38.4
totals for BomberII; count: 4, strength: 8
totals for InfiltratorII; count: 1, strength: 1.2
totals for MissileShipII; count: 1, strength: 2
totals for SpireBladeSpawnerII; count: 1, strength: 38.4
totals for FighterII; count: 3, strength: 6
*grand totals; count: 43, strength: 157.2



5/17/2013 12:28:50 AM (6.029) 11:35:57	ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 194
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


5/17/2013 12:29:07 AM (6.029) 11:36:13	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 194
AITechLevel = 1
NumberOfReinforcements = 4
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
38 (Aujavo) (alerted)  reinforce priority = 0
80 (Moatgeoao) (alerted)  reinforce priority = 0
64 (Zoripno) (alerted)  reinforce priority = 0
37 (Veryode) (alerted)  reinforce priority = 0
65 (Vilbi) (alerted) (enemy strength nontrivial [> 300], +1000)  reinforce priority = 0
74 (Ginadmfi) (alerted)  reinforce priority = 0
35 (Rasamuke) (alerted)  reinforce priority = 0
85 (Savra) (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.)
50 (Maraelrew) (homeworld, +500)  reinforce priority = 500
52 (Amalyed) (homeworld, +500)  reinforce priority = 500
75 (Garbanisi) (core, +300)  reinforce priority = 300
27 (Thercoju) (core, +300)  reinforce priority = 300
9 (Binglanc) (core, +300)  reinforce priority = 300
63 (Zadarkroad) (core, +300)  reinforce priority = 300
(58 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 38 (Aujavo), StrengthBudget = 0
Reinforcement focus types: Bomber,Fighter,Bomber
Number of allied units on this planet = 12
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.08
reinforcementStrength *= (tech level multiplier) = 28.87
reinforcementStrength *= 0.14 = 4.04
reinforcementStrength must be at most 35; = 4.04
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 32.31
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 25.84
numberShips = Floor(reinforcementStrength) = 25
numberShips led to objectsToBuild.Count being 25, adding that to strength...
StrengthBudget += 25 = 25
--- AIBuyShipsFromList StrengthBudget = 25
bought 8 BomberII for 16
bought 5 FighterII for 10
total count bought: 13, total strength spent: 26, remaining = -1

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.36
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.36
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.36
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.49
---doing pulse for WormholeCommandPost
StrengthBudget += 3.49 = 2.49
AIBuyShipsFromList StrengthBudget = 2.49
bought 2 BomberII for 4
total count bought: 2, total strength spent: 4, remaining = -1.51
---doing pulse for WormholeCommandPost
StrengthBudget += 3.49 = 1.98
AIBuyShipsFromList StrengthBudget = 1.98
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.02
---doing pulse for WormholeCommandPost
StrengthBudget += 3.49 = 3.47
AIBuyShipsFromList StrengthBudget = 3.47
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -0.53

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.53

******calling SendReinforcementsToPlanet on planet 80 (Moatgeoao), StrengthBudget = -0.53
Reinforcement focus types: Fighter,Infiltrator,Fighter
Number of allied units on this planet = 12
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(3+1)) = 7

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.08
reinforcementStrength *= (tech level multiplier) = 21.75
reinforcementStrength *= 0.14 = 3.04
reinforcementStrength must be at most 35; = 3.04
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 24.34
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 19.47
numberShips = Floor(reinforcementStrength) = 19
numberShips led to objectsToBuild.Count being 19, adding that to strength...
StrengthBudget += 19 = 18.47
--- AIBuyShipsFromList StrengthBudget = 18.47
bought 1 FighterIII for 2
bought 1 SpireTractorPlatformIII for 38.4
total count bought: 2, total strength spent: 40.4, remaining = -21.93

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.39
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.39
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.39
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.71
---doing pulse for WormholeCommandPost
StrengthBudget += 2.71 = -19.21
AIBuyShipsFromList StrengthBudget = -19.21
total count bought: 0, total strength spent: 0, remaining = -19.21
---doing pulse for WormholeCommandPost
StrengthBudget += 2.71 = -16.5
AIBuyShipsFromList StrengthBudget = -16.5
total count bought: 0, total strength spent: 0, remaining = -16.5
---doing pulse for WormholeCommandPost
StrengthBudget += 2.71 = -13.78
AIBuyShipsFromList StrengthBudget = -13.78
total count bought: 0, total strength spent: 0, remaining = -13.78

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -13.78

******calling SendReinforcementsToPlanet on planet 64 (Zoripno), StrengthBudget = -13.78
Reinforcement focus types: Fighter,Fighter,Fighter
Number of allied units on this planet = 37
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 2
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 34.08
reinforcementStrength *= (tech level multiplier) = 30.67
reinforcementStrength *= 0.14 = 4.29
reinforcementStrength must be at most 35; = 4.29
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 30.03
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 24.02
numberShips = Floor(reinforcementStrength) = 24
numberShips led to objectsToBuild.Count being 24, adding that to strength...
StrengthBudget += 24 = 10.22
--- AIBuyShipsFromList StrengthBudget = 10.22
bought 6 FighterII for 12
total count bought: 6, total strength spent: 12, remaining = -1.78

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.36
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.36
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.36
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 3.49
---doing pulse for WormholeCommandPost
StrengthBudget += 3.49 = 1.71
AIBuyShipsFromList StrengthBudget = 1.71
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.29
---doing pulse for WormholeCommandPost
StrengthBudget += 3.49 = 3.2
AIBuyShipsFromList StrengthBudget = 3.2
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -0.8
---doing pulse for WormholeCommandPost
StrengthBudget += 3.49 = 2.69
AIBuyShipsFromList StrengthBudget = 2.69
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -1.31
---doing pulse for WormholeCommandPost
StrengthBudget += 3.49 = 2.18
AIBuyShipsFromList StrengthBudget = 2.18
bought 2 FighterII for 4
total count bought: 2, total strength spent: 4, remaining = -1.82

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -1.82

******calling SendReinforcementsToPlanet on planet 37 (Veryode), StrengthBudget = -1.82
Reinforcement focus types: Fighter,SpireTractorPlatform,Cruiser
Number of allied units on this planet = 40
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of allied units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 19; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(4+1)) = 6

***Doing central reinforcement pulse (this will go to the command station if there is one, and pick another spot if not)
AITechLevel = at least planet's AIOriginalTechLevel = 3
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.08
reinforcementStrength *= (tech level multiplier) = 22.45
reinforcementStrength *= 0.14 = 3.14
reinforcementStrength must be at most 35; = 3.14
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 21.99
Inside AdjustNumberShipsFromAIType, multiplier: 0.8
after AdjustNumberShipsFromAIType call, reinforcementStrength = 17.58
numberShips = Floor(reinforcementStrength) = 17
numberShips led to objectsToBuild.Count being 17, adding that to strength...
StrengthBudget += 17 = 15.18
--- AIBuyShipsFromList StrengthBudget = 15.18
bought 8 BomberIII for 16
total count bought: 8, total strength spent: 16, remaining = -0.82

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 4.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.39
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.39
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.39
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.71
---doing pulse for WormholeCommandPost
StrengthBudget += 2.71 = 1.89
AIBuyShipsFromList StrengthBudget = 1.89
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.11
---doing pulse for WormholeCommandPost
StrengthBudget += 2.71 = 2.61
AIBuyShipsFromList StrengthBudget = 2.61
bought 2 FighterIII for 4
total count bought: 2, total strength spent: 4, remaining = -1.39
---doing pulse for WormholeCommandPost
StrengthBudget += 2.71 = 1.32
AIBuyShipsFromList StrengthBudget = 1.32
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.68
---doing pulse for WormholeCommandPost
StrengthBudget += 2.71 = 2.04
AIBuyShipsFromList StrengthBudget = 2.04
bought 1 SpireTractorPlatformIII for 38.4
total count bought: 1, total strength spent: 38.4, remaining = -36.36

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no non-WHGP guardable objects that have fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -36.36

******doing wormhole-post-only SendGuardPostReinforcements on planet 65 (Vilbi) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 4.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.39
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.39
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.39
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 2.71
---doing pulse for WormholeCommandPost
StrengthBudget += 2.71 = -33.65
AIBuyShipsFromList StrengthBudget = -33.65
total count bought: 0, total strength spent: 0, remaining = -33.65
---doing pulse for WormholeCommandPost
StrengthBudget += 2.71 = -30.93
AIBuyShipsFromList StrengthBudget = -30.93
total count bought: 0, total strength spent: 0, remaining = -30.93
---doing pulse for WormholeCommandPost
StrengthBudget += 2.71 = -28.22
AIBuyShipsFromList StrengthBudget = -28.22
total count bought: 0, total strength spent: 0, remaining = -28.22
---doing pulse for WormholeCommandPost
StrengthBudget += 2.71 = -25.5
AIBuyShipsFromList StrengthBudget = -25.5
total count bought: 0, total strength spent: 0, remaining = -25.5
totals for planet 38 (Aujavo); count: 18, strength: 36
totals for planet 80 (Moatgeoao); count: 2, strength: 40.4
totals for planet 64 (Zoripno); count: 13, strength: 26
totals for planet 37 (Veryode); count: 13, strength: 62.4
totals for BomberII; count: 11, strength: 22
totals for FighterII; count: 20, strength: 40
totals for FighterIII; count: 5, strength: 10
totals for SpireTractorPlatformIII; count: 2, strength: 76.8
totals for BomberIII; count: 8, strength: 16
*grand totals; count: 46, strength: 164.8



5/17/2013 12:29:08 AM (6.029) 11:36:13	ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 194
AITechLevel = 1
calling DoReinforcementsLogic
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4


keith.lamothe

May 27, 2013 11:19 am

administrator   ~0032648

Wow, you're absolutely right. For 6.033:

* Fixed a bug that's been around for a couple of months that was basically causing reinforcements to ignore the reinforcement population cap rule.

Thanks :)

Issue History

Date Modified Username Field Change
May 17, 2013 4:35 am Bossman New Issue
May 17, 2013 4:35 am Bossman File Added: Overly reinforced planets.sav
May 17, 2013 4:35 am Bossman File Added: LogicLog_AIMechanic_Reinforcements_MainThread.txt
May 27, 2013 11:19 am keith.lamothe Internal Weight => New
May 27, 2013 11:19 am keith.lamothe Note Added: 0032648
May 27, 2013 11:19 am keith.lamothe Status new => resolved
May 27, 2013 11:19 am keith.lamothe Fixed in Version => 6.033
May 27, 2013 11:19 am keith.lamothe Resolution open => fixed
May 27, 2013 11:19 am keith.lamothe Assigned To => keith.lamothe