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IDProjectCategoryLast Update
0009561AI War 1 / ClassicBug - GameplaySep 17, 2012 12:52 pm
Reporterussdefiant Assigned Tokeith.lamothe  
Severitymajor 
Status resolvedResolutionfixed 
Product Version5.079 
Fixed in Version5.081 
Summary0009561: AI reinforcements brokenly weak?
DescriptionI'm playing a game ATM, with the Dyson Sphere and the Devourer Golem and Dark Spire running full bore, so i'm not particularly worried about the planets showing up as Outnumbered and such that're not actually adjacent to anything i control.

I AM worried, though, that with the AI Progress sitting at 114, that the final output of a full reinforce cycle seems much the same as it would at 10 AIP at the start of the game:

total count bought: 0, total strength spent: 0, remaining = -3.57
totals for planet 6 (Viltikal); count: 6, strength: 10.18 [got a double reinforce]

totals for planet 12 (Shipmond); count: 3, strength: 12.11
totals for planet 11 (Durdic); count: 3, strength: 6.18
totals for planet 43 (Sacicave); count: 1, strength: 10.11
totals for EngineerDrone; count: 3, strength: 3
totals for MissileShipII; count: 1, strength: 2
totals for FighterII; count: 2, strength: 4
totals for BulletproofFighterII; count: 1, strength: 2.18
totals for MineLayer; count: 1, strength: 1
totals for MunitionsBoosterII; count: 1, strength: 10.11
totals for Cruiser; count: 1, strength: 2
totals for FighterIII; count: 1, strength: 2
totals for BulletproofFighterIII; count: 1, strength: 2.18
totals for MunitionsBoosterIII; count: 1, strength: 10.11
*grand totals; count: 13, strength: 38.57


full reinforcement log for cycle attached, can provide saves if needed
TagsNo tags attached.
Internal WeightNew

Activities

ussdefiant

Sep 12, 2012 1:23 pm

reporter  

ReinforcementsLog_AIThread.txt (17,341 bytes)   
9/12/2012 10:32:36 AM (5.079) 0:59:06	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 114
AITechLevel = 1
NumberOfReinforcements = 3
Planets in order of planned reinforcement attempt (note: alerted planets will get two lines, and a line with priority >= 2000 will get tried twice) :
6 (Viltikal) (alerted) (outnumbered, +2000)  reinforce priority = 2000
12 (Shipmond) (alerted) (outnumbered, +2000)  reinforce priority = 2000
11 (Durdic) (alerted) (outnumbered, +2000)  reinforce priority = 2000
43 (Sacicave) (alerted) (outnumbered, +2000)  reinforce priority = 2000
13 (Erje) (alerted) (enemy firepower nontrivial [> 30k], +1000)  reinforce priority = 1000
41 (Yunpanpo) (alerted) (core, +300)  reinforce priority = 300
0 (Murdoch) (alerted)  reinforce priority = 0
66 (Xijoyi) (alerted)  reinforce priority = 0
2 (Ictitio) (alerted)  reinforce priority = 0
18 (Figeosi) (alerted)  reinforce priority = 0
8 (Aidama) (alerted)  reinforce priority = 0
42 (Ifithernow) (alerted)  reinforce priority = 0
38 (Romikius) (alerted)  reinforce priority = 0
17 (Udonbulgio) (alerted)  reinforce priority = 0
48 (Niun) (alerted)  reinforce priority = 0
9 (Foshipock) (alerted)  reinforce priority = 0
11 (Durdic) (alerted) (outnumbered, +2000)  reinforce priority = 2000
43 (Sacicave) (alerted) (outnumbered, +2000)  reinforce priority = 2000
6 (Viltikal) (alerted) (outnumbered, +2000)  reinforce priority = 2000
12 (Shipmond) (alerted) (outnumbered, +2000)  reinforce priority = 2000
13 (Erje) (alerted) (enemy firepower nontrivial [> 30k], +1000)  reinforce priority = 1000
(if it gets down here and was able to reinforce any of them, it goes back to the top of the list and tries them again.)
26 (Kiginse) (homeworld, +500)  reinforce priority = 500
39 (Aeodes) (homeworld, +500)  reinforce priority = 500
28 (Qugio) (core, +300)  reinforce priority = 300
23 (Tchqu) (core, +300)  reinforce priority = 300
40 (Rozingwep) (core, +300)  reinforce priority = 300
46 (Ifihas) (core, +300)  reinforce priority = 300
22 (Darkas) (core, +300)  reinforce priority = 300
(51 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 6 (Viltikal), StrengthBudget = 0
Reinforcement focus types: None,None,None
Number of this player's units on this planet = 19
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 11; (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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.48
reinforcementStrength *= (tech level multiplier) = 26.53
reinforcementStrength *= 0.14 = 3.71
reinforcementStrength must be at most 35; = 3.71
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 25.98
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.79
numberShips = Floor(reinforcementStrength) = 7
numberShips led to objectsToBuild.Count being 1, adding that to strength...
StrengthBudget += 1 = 1
--- AIBuyShipsFromList StrengthBudget = 1
bought 1 EngineerDrone for 1
total count bought: 1, total strength spent: 1, remaining = 0

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 2.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 2.56
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.08
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.08
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 1
AIBuyShipsFromList StrengthBudget = 1
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0
AIBuyShipsFromList StrengthBudget = 0
total count bought: 0, total strength spent: 0, remaining = 0
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 1
AIBuyShipsFromList StrengthBudget = 1
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0
AIBuyShipsFromList StrengthBudget = 0
total count bought: 0, total strength spent: 0, remaining = 0

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianArtilleryII to guard WormholeCommandPost

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = 0

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 6 (Viltikal), StrengthBudget = 0
Number of this player's units on this planet = 19
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 11; (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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.48
reinforcementStrength *= (tech level multiplier) = 26.53
reinforcementStrength *= 0.14 = 3.71
reinforcementStrength must be at most 35; = 3.71
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 25.98
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 7.79
numberShips = Floor(reinforcementStrength) = 7
numberShips led to objectsToBuild.Count being 1, adding that to strength...
StrengthBudget += 1 = 1
--- AIBuyShipsFromList StrengthBudget = 1
bought 1 EngineerDrone for 1
total count bought: 1, total strength spent: 1, remaining = 0

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 2.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 2.56
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.08
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.08
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 1
AIBuyShipsFromList StrengthBudget = 1
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0
AIBuyShipsFromList StrengthBudget = 0
total count bought: 0, total strength spent: 0, remaining = 0
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 1
AIBuyShipsFromList StrengthBudget = 1
bought 1 BulletproofFighterII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -1.18
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -0.18
AIBuyShipsFromList StrengthBudget = -0.18
total count bought: 0, total strength spent: 0, remaining = -0.18

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.18

******calling SendReinforcementsToPlanet on planet 12 (Shipmond), StrengthBudget = -0.18
Reinforcement focus types: None,None,None
Number of this player's units on this planet = 19
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (7 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 11; (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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 23.48
reinforcementStrength *= (tech level multiplier) = 21.13
reinforcementStrength *= 0.14 = 2.96
reinforcementStrength must be at most 35; = 2.96
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.96
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 2, adding that to strength...
StrengthBudget += 2 = 1.82
--- AIBuyShipsFromList StrengthBudget = 1.82
bought 1 EngineerDrone for 1
bought 1 MineLayer for 1
total count bought: 2, total strength spent: 2, remaining = -0.18

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 2.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 2.56
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.08
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.08
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1 = 0.82
AIBuyShipsFromList StrengthBudget = 0.82
bought 1 MunitionsBoosterII for 10.11
total count bought: 1, total strength spent: 10.11, remaining = -9.29
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1 = -8.29
AIBuyShipsFromList StrengthBudget = -8.29
total count bought: 0, total strength spent: 0, remaining = -8.29
---doing pulse for AISpireShieldSphereGuardPostII
StrengthBudget += 1 = -7.29
AIBuyShipsFromList StrengthBudget = -7.29
total count bought: 0, total strength spent: 0, remaining = -7.29
---doing pulse for AIPassiveGuardPostII
StrengthBudget += 1 = -6.29
AIBuyShipsFromList StrengthBudget = -6.29
total count bought: 0, total strength spent: 0, remaining = -6.29
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 1 = -5.29
AIBuyShipsFromList StrengthBudget = -5.29
total count bought: 0, total strength spent: 0, remaining = -5.29
---doing pulse for AISpireShieldSphereGuardPostII
StrengthBudget += 1 = -4.29
AIBuyShipsFromList StrengthBudget = -4.29
total count bought: 0, total strength spent: 0, remaining = -4.29
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -3.29
AIBuyShipsFromList StrengthBudget = -3.29
total count bought: 0, total strength spent: 0, remaining = -3.29
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -2.29
AIBuyShipsFromList StrengthBudget = -2.29
total count bought: 0, total strength spent: 0, remaining = -2.29
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -1.29
AIBuyShipsFromList StrengthBudget = -1.29
total count bought: 0, total strength spent: 0, remaining = -1.29
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -0.29
AIBuyShipsFromList StrengthBudget = -0.29
total count bought: 0, total strength spent: 0, remaining = -0.29

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

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.29

******doing wormhole-post-only SendGuardPostReinforcements on planet 11 (Durdic) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 2.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 1.99
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 2.39
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 2.39
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0.71
AIBuyShipsFromList StrengthBudget = 0.71
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -1.29
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -0.29
AIBuyShipsFromList StrengthBudget = -0.29
total count bought: 0, total strength spent: 0, remaining = -0.29
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0.71
AIBuyShipsFromList StrengthBudget = 0.71
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.29
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -0.29
AIBuyShipsFromList StrengthBudget = -0.29
total count bought: 0, total strength spent: 0, remaining = -0.29
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0.71
AIBuyShipsFromList StrengthBudget = 0.71
bought 1 BulletproofFighterIII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -1.47

******doing wormhole-post-only SendGuardPostReinforcements on planet 43 (Sacicave) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 2.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 1.99
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 2.39
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 2.39
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -0.47
AIBuyShipsFromList StrengthBudget = -0.47
total count bought: 0, total strength spent: 0, remaining = -0.47
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = 0.53
AIBuyShipsFromList StrengthBudget = 0.53
bought 1 MunitionsBoosterIII for 10.11
total count bought: 1, total strength spent: 10.11, remaining = -9.57
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -8.57
AIBuyShipsFromList StrengthBudget = -8.57
total count bought: 0, total strength spent: 0, remaining = -8.57
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -7.57
AIBuyShipsFromList StrengthBudget = -7.57
total count bought: 0, total strength spent: 0, remaining = -7.57

******doing wormhole-post-only SendGuardPostReinforcements on planet 13 (Erje) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 2.85
reinforcementStrengthPerPulse *= (tech level multiplier) = 2.56
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.08
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.08
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -6.57
AIBuyShipsFromList StrengthBudget = -6.57
total count bought: 0, total strength spent: 0, remaining = -6.57
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -5.57
AIBuyShipsFromList StrengthBudget = -5.57
total count bought: 0, total strength spent: 0, remaining = -5.57
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -4.57
AIBuyShipsFromList StrengthBudget = -4.57
total count bought: 0, total strength spent: 0, remaining = -4.57
---doing pulse for WormholeCommandPost
StrengthBudget += 1 = -3.57
AIBuyShipsFromList StrengthBudget = -3.57
total count bought: 0, total strength spent: 0, remaining = -3.57
totals for planet 6 (Viltikal); count: 6, strength: 10.18
totals for planet 12 (Shipmond); count: 3, strength: 12.11
totals for planet 11 (Durdic); count: 3, strength: 6.18
totals for planet 43 (Sacicave); count: 1, strength: 10.11
totals for EngineerDrone; count: 3, strength: 3
totals for MissileShipII; count: 1, strength: 2
totals for FighterII; count: 2, strength: 4
totals for BulletproofFighterII; count: 1, strength: 2.18
totals for MineLayer; count: 1, strength: 1
totals for MunitionsBoosterII; count: 1, strength: 10.11
totals for Cruiser; count: 1, strength: 2
totals for FighterIII; count: 1, strength: 2
totals for BulletproofFighterIII; count: 1, strength: 2.18
totals for MunitionsBoosterIII; count: 1, strength: 10.11
*grand totals; count: 13, strength: 38.57



ReinforcementsLog_AIThread.txt (17,341 bytes)   

Bossman

Sep 12, 2012 2:46 pm

reporter   ~0028346

That log only shows a reinforcement phase for one of the AIs, and this:

Inside AdjustNumberShipsFromAIType, multiplier: 0.3

means it's either a Tank or Raider. Those only get 30% of the normal reinforcements.

TechSY730

Sep 12, 2012 3:29 pm

reporter   ~0028347

Ok, so if we factor out the .3 multiplier, that would make it about 43 ships (I say about, as the AI would probably make different ship selections if it had more to work with). That still seems pretty low for the reinforcement pulse spread over the few planets it chooses. Although, how long is it between each reinforcement pulse? If it is somewhat frequent, that could start adding up quickly.

ussdefiant

Sep 12, 2012 3:58 pm

reporter  

ReinforcementsLog_AIThread2.txt (166,650 bytes)   
9/12/2012 1:09:24 PM (5.079) 1:41:15	calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 200
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) :
58 (Barkraero) (alerted) (outnumbered, +2000)  reinforce priority = 2000
66 (Xijoyi) (alerted) (enemy firepower nontrivial [> 30k], +1000)  reinforce priority = 1000
24 (Yartetherje) (alerted)  reinforce priority = 0
60 (Shoullu) (alerted)  reinforce priority = 0
13 (Erje) (alerted)  reinforce priority = 0
6 (Viltikal) (alerted)  reinforce priority = 0
9 (Foshipock) (alerted)  reinforce priority = 0
2 (Ictitio) (alerted)  reinforce priority = 0
53 (Yaqurchar) (alerted)  reinforce priority = 0
11 (Durdic) (alerted)  reinforce priority = 0
63 (Aupihma) (alerted)  reinforce priority = 0
58 (Barkraero) (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 (Lancmelship) (enemy firepower nontrivial [> 30k], +1000)  reinforce priority = 1000
26 (Kiginse) (homeworld, +500)  reinforce priority = 500
39 (Aeodes) (homeworld, +500)  reinforce priority = 500
40 (Rozingwep) (core, +300)  reinforce priority = 300
46 (Ifihas) (core, +300)  reinforce priority = 300
22 (Darkas) (core, +300)  reinforce priority = 300
23 (Tchqu) (core, +300)  reinforce priority = 300
41 (Yunpanpo) (core, +300)  reinforce priority = 300
28 (Qugio) (core, +300)  reinforce priority = 300
(51 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 58 (Barkraero), StrengthBudget = 0
Reinforcement focus types: Parasite,Tank,Tank
Number of this player's units on this planet = 82
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 3
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 28.5
reinforcementStrength *= (tech level multiplier) = 19.95
reinforcementStrength *= 0.14 = 2.79
reinforcementStrength must be at most 35; = 2.79
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.79
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 2, adding that to strength...
StrengthBudget += 2 = 2
--- AIBuyShipsFromList StrengthBudget = 2
bought 1 MineLayer for 1
bought 1 BomberIII for 2
total count bought: 2, total strength spent: 3, remaining = -1

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.78 = 2.78
AIBuyShipsFromList StrengthBudget = 2.78
bought 1 MissileShip for 2
bought 1 Bomber for 2
total count bought: 2, total strength spent: 4, remaining = -1.22
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 1.26 = 0.04
AIBuyShipsFromList StrengthBudget = 0.04
bought 1 ParasiteIII for 4
total count bought: 1, total strength spent: 4, remaining = -3.96
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = -2.71
AIBuyShipsFromList StrengthBudget = -2.71
total count bought: 0, total strength spent: 0, remaining = -2.71
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -1.45
AIBuyShipsFromList StrengthBudget = -1.45
total count bought: 0, total strength spent: 0, remaining = -1.45
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = -0.19
AIBuyShipsFromList StrengthBudget = -0.19
total count bought: 0, total strength spent: 0, remaining = -0.19
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 1.26 = 1.07
AIBuyShipsFromList StrengthBudget = 1.07
bought 1 InfiltratorIII for 0.71
bought 1 ArmorShipIII for 2.18
total count bought: 2, total strength spent: 2.89, remaining = -1.82
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -0.56
AIBuyShipsFromList StrengthBudget = -0.56
total count bought: 0, total strength spent: 0, remaining = -0.56
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = 0.7
AIBuyShipsFromList StrengthBudget = 0.7
bought 1 InfiltratorIII for 0.71
total count bought: 1, total strength spent: 0.71, remaining = -0.01
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 1.25
AIBuyShipsFromList StrengthBudget = 1.25
bought 1 ParasiteIII for 4
total count bought: 1, total strength spent: 4, remaining = -2.75
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -1.49
AIBuyShipsFromList StrengthBudget = -1.49
total count bought: 0, total strength spent: 0, remaining = -1.49
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -0.23
AIBuyShipsFromList StrengthBudget = -0.23
total count bought: 0, total strength spent: 0, remaining = -0.23
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 1.03
AIBuyShipsFromList StrengthBudget = 1.03
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.97

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianFlakIII to guard WormholeCommandPost

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.97

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 58 (Barkraero), StrengthBudget = -0.97
Number of this player's units on this planet = 82
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 3
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 34.5
reinforcementStrength *= (tech level multiplier) = 24.15
reinforcementStrength *= 0.14 = 3.38
reinforcementStrength must be at most 35; = 3.38
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.38
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.01
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 2, adding that to strength...
StrengthBudget += 2 = 1.03
--- AIBuyShipsFromList StrengthBudget = 1.03
bought 1 ArmorShipIII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -1.15

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.78 = 2.62
AIBuyShipsFromList StrengthBudget = 2.62
bought 1 SpaceTank for 2
bought 1 Infiltrator for 0.71
total count bought: 2, total strength spent: 2.71, remaining = -0.08
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 1.26 = 1.18
AIBuyShipsFromList StrengthBudget = 1.18
bought 1 InfiltratorIII for 0.71
bought 1 ParasiteIII for 4
total count bought: 2, total strength spent: 4.71, remaining = -3.53
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = -2.27
AIBuyShipsFromList StrengthBudget = -2.27
total count bought: 0, total strength spent: 0, remaining = -2.27
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -1.01
AIBuyShipsFromList StrengthBudget = -1.01
total count bought: 0, total strength spent: 0, remaining = -1.01
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = 0.25
AIBuyShipsFromList StrengthBudget = 0.25
bought 1 ParasiteIII for 4
total count bought: 1, total strength spent: 4, remaining = -3.75
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 1.26 = -2.49
AIBuyShipsFromList StrengthBudget = -2.49
total count bought: 0, total strength spent: 0, remaining = -2.49
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -1.23
AIBuyShipsFromList StrengthBudget = -1.23
total count bought: 0, total strength spent: 0, remaining = -1.23
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = 0.02
AIBuyShipsFromList StrengthBudget = 0.02
bought 1 ArmorShipIII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -2.16
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -0.9
AIBuyShipsFromList StrengthBudget = -0.9
total count bought: 0, total strength spent: 0, remaining = -0.9
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.36
AIBuyShipsFromList StrengthBudget = 0.36
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.64
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -0.38
AIBuyShipsFromList StrengthBudget = -0.38
total count bought: 0, total strength spent: 0, remaining = -0.38
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.88
AIBuyShipsFromList StrengthBudget = 0.88
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.12

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.12

******calling SendReinforcementsToPlanet on planet 66 (Xijoyi), StrengthBudget = -1.12
Reinforcement focus types: Cruiser,Fighter,Armored
Number of this player's units on this planet = 45
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5
reinforcementStrength *= (tech level multiplier) = 27.45
reinforcementStrength *= 0.14 = 3.84
reinforcementStrength must be at most 35; = 3.84
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.84
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.15
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 1, adding that to strength...
StrengthBudget += 1 = -0.12
--- AIBuyShipsFromList StrengthBudget = -0.12
total count bought: 0, total strength spent: 0, remaining = -0.12

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 4.86 = 4.73
AIBuyShipsFromList StrengthBudget = 4.73
bought 1 Bomber for 2
bought 1 Parasite for 4
total count bought: 2, total strength spent: 6, remaining = -1.27
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = 0.35
AIBuyShipsFromList StrengthBudget = 0.35
bought 1 ParasiteII for 4
total count bought: 1, total strength spent: 4, remaining = -3.65
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 1.62 = -2.03
AIBuyShipsFromList StrengthBudget = -2.03
total count bought: 0, total strength spent: 0, remaining = -2.03
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = -0.41
AIBuyShipsFromList StrengthBudget = -0.41
total count bought: 0, total strength spent: 0, remaining = -0.41
---doing pulse for AIShortRangeGuardPostII
StrengthBudget += 1.62 = 1.21
AIBuyShipsFromList StrengthBudget = 1.21
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.79
---doing pulse for AIShortRangeGuardPostII
StrengthBudget += 1.62 = 0.83
AIBuyShipsFromList StrengthBudget = 0.83
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1.17
---doing pulse for AISpireShieldSphereGuardPostII
StrengthBudget += 1.62 = 0.45
AIBuyShipsFromList StrengthBudget = 0.45
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -1.55
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 1.62 = 0.06
AIBuyShipsFromList StrengthBudget = 0.06
bought 1 ArmorShipII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -2.12
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -0.5
AIBuyShipsFromList StrengthBudget = -0.5
total count bought: 0, total strength spent: 0, remaining = -0.5
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1.12
AIBuyShipsFromList StrengthBudget = 1.12
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.88
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.74
AIBuyShipsFromList StrengthBudget = 0.74
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1.26
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.36
AIBuyShipsFromList StrengthBudget = 0.36
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -1.64

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianArtilleryII to guard AIShortRangeGuardPostII

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -1.64

******calling SendReinforcementsToPlanet on planet 24 (Yartetherje), StrengthBudget = -1.64
Reinforcement focus types: Fighter,Tank,Cruiser
Number of this player's units on this planet = 106
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (8 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(11+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 = 3
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.5
reinforcementStrength *= (tech level multiplier) = 22.05
reinforcementStrength *= 0.14 = 3.08
reinforcementStrength must be at most 35; = 3.08
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.08
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 1, adding that to strength...
StrengthBudget += 1 = -0.64
--- AIBuyShipsFromList StrengthBudget = -0.64
total count bought: 0, total strength spent: 0, remaining = -0.64

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 1.26 = 0.62
AIBuyShipsFromList StrengthBudget = 0.62
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.38
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 1.26 = -0.13
AIBuyShipsFromList StrengthBudget = -0.13
total count bought: 0, total strength spent: 0, remaining = -0.13
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = 1.13
AIBuyShipsFromList StrengthBudget = 1.13
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.87
---doing pulse for AICommandStationShieldGuardPostIII
StrengthBudget += 1.26 = 0.39
AIBuyShipsFromList StrengthBudget = 0.39
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.61
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 1.26 = -0.35
AIBuyShipsFromList StrengthBudget = -0.35
total count bought: 0, total strength spent: 0, remaining = -0.35
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 1.26 = 0.91
AIBuyShipsFromList StrengthBudget = 0.91
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.09
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = 0.17
AIBuyShipsFromList StrengthBudget = 0.17
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.83
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -0.57
AIBuyShipsFromList StrengthBudget = -0.57
total count bought: 0, total strength spent: 0, remaining = -0.57
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.69
AIBuyShipsFromList StrengthBudget = 0.69
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -1.31
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -0.05
AIBuyShipsFromList StrengthBudget = -0.05
total count bought: 0, total strength spent: 0, remaining = -0.05
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 1.2
AIBuyShipsFromList StrengthBudget = 1.2
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.8

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

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -0.8

******doing wormhole-post-only SendGuardPostReinforcements on planet 50 (Lancmelship) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.82
AIBuyShipsFromList StrengthBudget = 0.82
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.18
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.44
AIBuyShipsFromList StrengthBudget = 0.44
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -1.56
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.06
AIBuyShipsFromList StrengthBudget = 0.06
bought 1 ParasiteII for 4
total count bought: 1, total strength spent: 4, remaining = -3.94
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -2.32
AIBuyShipsFromList StrengthBudget = -2.32
total count bought: 0, total strength spent: 0, remaining = -2.32
totals for planet 58 (Barkraero); count: 19, strength: 40.37
totals for planet 66 (Xijoyi); count: 10, strength: 24.18
totals for planet 24 (Yartetherje); count: 7, strength: 14
totals for planet 50 (Lancmelship); count: 3, strength: 8
totals for MineLayer; count: 1, strength: 1
totals for BomberIII; count: 1, strength: 2
totals for MissileShip; count: 1, strength: 2
totals for Bomber; count: 2, strength: 4
totals for ParasiteIII; count: 4, strength: 16
totals for InfiltratorIII; count: 3, strength: 2.12
totals for ArmorShipIII; count: 3, strength: 6.54
totals for SpaceTankIII; count: 6, strength: 12
totals for SpaceTank; count: 1, strength: 2
totals for Infiltrator; count: 1, strength: 0.71
totals for Parasite; count: 1, strength: 4
totals for ParasiteII; count: 2, strength: 8
totals for BomberII; count: 1, strength: 2
totals for MissileShipII; count: 2, strength: 4
totals for SpaceTankII; count: 3, strength: 6
totals for ArmorShipII; count: 1, strength: 2.18
totals for FighterII; count: 2, strength: 4
totals for FighterIII; count: 3, strength: 6
totals for Cruiser; count: 1, strength: 2
*grand totals; count: 39, strength: 86.55



9/12/2012 1:09:39 PM (5.079) 1:41:16	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 200
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) :
58 (Barkraero) (alerted) (outnumbered, +2000)  reinforce priority = 2000
66 (Xijoyi) (alerted) (enemy firepower nontrivial [> 30k], +1000)  reinforce priority = 1000
9 (Foshipock) (alerted)  reinforce priority = 0
63 (Aupihma) (alerted)  reinforce priority = 0
24 (Yartetherje) (alerted)  reinforce priority = 0
2 (Ictitio) (alerted)  reinforce priority = 0
13 (Erje) (alerted)  reinforce priority = 0
53 (Yaqurchar) (alerted)  reinforce priority = 0
6 (Viltikal) (alerted)  reinforce priority = 0
11 (Durdic) (alerted)  reinforce priority = 0
60 (Shoullu) (alerted)  reinforce priority = 0
58 (Barkraero) (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 (Lancmelship) (enemy firepower nontrivial [> 30k], +1000)  reinforce priority = 1000
26 (Kiginse) (homeworld, +500)  reinforce priority = 500
39 (Aeodes) (homeworld, +500)  reinforce priority = 500
23 (Tchqu) (core, +300)  reinforce priority = 300
46 (Ifihas) (core, +300)  reinforce priority = 300
40 (Rozingwep) (core, +300)  reinforce priority = 300
41 (Yunpanpo) (core, +300)  reinforce priority = 300
22 (Darkas) (core, +300)  reinforce priority = 300
28 (Qugio) (core, +300)  reinforce priority = 300
(51 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 58 (Barkraero), StrengthBudget = 0
Reinforcement focus types: Parasite,Tank,Tank
Number of this player's units on this planet = 9
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 3
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.5
reinforcementStrength *= (tech level multiplier) = 23.45
reinforcementStrength *= 0.14 = 3.28
reinforcementStrength must be at most 35; = 3.28
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.28
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 1, adding that to strength...
StrengthBudget += 1 = 1
--- AIBuyShipsFromList StrengthBudget = 1
bought 1 MineLayer for 1
total count bought: 1, total strength spent: 1, remaining = 0

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.78 = 3.78
AIBuyShipsFromList StrengthBudget = 3.78
bought 1 Raider for 0.98
bought 1 BulletproofFighter for 2.18
bought 1 Bomber for 2
total count bought: 3, total strength spent: 5.16, remaining = -1.38
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 1.26 = -0.13
AIBuyShipsFromList StrengthBudget = -0.13
total count bought: 0, total strength spent: 0, remaining = -0.13
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = 1.13
AIBuyShipsFromList StrengthBudget = 1.13
bought 1 InfiltratorIII for 0.71
bought 1 RaiderIII for 0.98
total count bought: 2, total strength spent: 1.69, remaining = -0.55
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = 0.71
AIBuyShipsFromList StrengthBudget = 0.71
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -1.29
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = -0.03
AIBuyShipsFromList StrengthBudget = -0.03
total count bought: 0, total strength spent: 0, remaining = -0.03
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 1.26 = 1.22
AIBuyShipsFromList StrengthBudget = 1.22
bought 1 BulletproofFighterIII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -0.96
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = 0.3
AIBuyShipsFromList StrengthBudget = 0.3
bought 1 MunitionsBoosterIII for 10.11
total count bought: 1, total strength spent: 10.11, remaining = -9.8
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -8.55
AIBuyShipsFromList StrengthBudget = -8.55
total count bought: 0, total strength spent: 0, remaining = -8.55
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -7.29
AIBuyShipsFromList StrengthBudget = -7.29
total count bought: 0, total strength spent: 0, remaining = -7.29
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -6.03
AIBuyShipsFromList StrengthBudget = -6.03
total count bought: 0, total strength spent: 0, remaining = -6.03
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -4.77
AIBuyShipsFromList StrengthBudget = -4.77
total count bought: 0, total strength spent: 0, remaining = -4.77
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -3.51
AIBuyShipsFromList StrengthBudget = -3.51
total count bought: 0, total strength spent: 0, remaining = -3.51

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet not owned by this player

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -3.51

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 58 (Barkraero), StrengthBudget = -3.51
Number of this player's units on this planet = 9
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 3
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 35.5
reinforcementStrength *= (tech level multiplier) = 24.85
reinforcementStrength *= 0.14 = 3.48
reinforcementStrength must be at most 35; = 3.48
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.48
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.04
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 2, adding that to strength...
StrengthBudget += 2 = -1.51
--- AIBuyShipsFromList StrengthBudget = -1.51
total count bought: 0, total strength spent: 0, remaining = -1.51

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.78 = 2.27
AIBuyShipsFromList StrengthBudget = 2.27
bought 2 Raider for 1.96
bought 1 MissileShip for 2
total count bought: 3, total strength spent: 3.96, remaining = -1.69
---doing pulse for AISpireShieldSphereGuardPostIII
StrengthBudget += 1.26 = -0.43
AIBuyShipsFromList StrengthBudget = -0.43
total count bought: 0, total strength spent: 0, remaining = -0.43
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = 0.82
AIBuyShipsFromList StrengthBudget = 0.82
bought 1 RaiderIII for 0.98
total count bought: 1, total strength spent: 0.98, remaining = -0.15
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = 1.1
AIBuyShipsFromList StrengthBudget = 1.1
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.9
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = 0.36
AIBuyShipsFromList StrengthBudget = 0.36
bought 1 Cruiser for 2
total count bought: 1, total strength spent: 2, remaining = -1.64
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 1.26 = -0.38
AIBuyShipsFromList StrengthBudget = -0.38
total count bought: 0, total strength spent: 0, remaining = -0.38
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = 0.88
AIBuyShipsFromList StrengthBudget = 0.88
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.12
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = 0.14
AIBuyShipsFromList StrengthBudget = 0.14
bought 1 InfiltratorIII for 0.71
total count bought: 1, total strength spent: 0.71, remaining = -0.57
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.69
AIBuyShipsFromList StrengthBudget = 0.69
bought 1 MunitionsBoosterIII for 10.11
total count bought: 1, total strength spent: 10.11, remaining = -9.41
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -8.15
AIBuyShipsFromList StrengthBudget = -8.15
total count bought: 0, total strength spent: 0, remaining = -8.15
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -6.9
AIBuyShipsFromList StrengthBudget = -6.9
total count bought: 0, total strength spent: 0, remaining = -6.9
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -5.64
AIBuyShipsFromList StrengthBudget = -5.64
total count bought: 0, total strength spent: 0, remaining = -5.64

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -5.64

******calling SendReinforcementsToPlanet on planet 66 (Xijoyi), StrengthBudget = -5.64
Reinforcement focus types: Cruiser,Fighter,Armored
Number of this player's units on this planet = 9
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.5
reinforcementStrength *= (tech level multiplier) = 30.15
reinforcementStrength *= 0.14 = 4.22
reinforcementStrength must be at most 35; = 4.22
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 4.22
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.26
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 1, adding that to strength...
StrengthBudget += 1 = -4.64
--- AIBuyShipsFromList StrengthBudget = -4.64
total count bought: 0, total strength spent: 0, remaining = -4.64

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 4.86 = 0.22
AIBuyShipsFromList StrengthBudget = 0.22
bought 1 BulletproofFighter for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -1.96
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = -0.34
AIBuyShipsFromList StrengthBudget = -0.34
total count bought: 0, total strength spent: 0, remaining = -0.34
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 1.62 = 1.27
AIBuyShipsFromList StrengthBudget = 1.27
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -0.73
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = 0.89
AIBuyShipsFromList StrengthBudget = 0.89
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1.11
---doing pulse for AIShortRangeGuardPostII
StrengthBudget += 1.62 = 0.51
AIBuyShipsFromList StrengthBudget = 0.51
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1.49
---doing pulse for AIShortRangeGuardPostII
StrengthBudget += 1.62 = 0.13
AIBuyShipsFromList StrengthBudget = 0.13
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1.87
---doing pulse for AISpireShieldSphereGuardPostII
StrengthBudget += 1.62 = -0.25
AIBuyShipsFromList StrengthBudget = -0.25
total count bought: 0, total strength spent: 0, remaining = -0.25
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 1.62 = 1.37
AIBuyShipsFromList StrengthBudget = 1.37
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -0.63
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.99
AIBuyShipsFromList StrengthBudget = 0.99
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.01
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.61
AIBuyShipsFromList StrengthBudget = 0.61
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1.39
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.22
AIBuyShipsFromList StrengthBudget = 0.22
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1.78
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -0.16
AIBuyShipsFromList StrengthBudget = -0.16
total count bought: 0, total strength spent: 0, remaining = -0.16

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet not owned by this player

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.16

******calling SendReinforcementsToPlanet on planet 9 (Foshipock), StrengthBudget = -0.16
Reinforcement focus types: Fighter,Tank,Fighter
Number of this player's units on this planet = 17
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 35.5
reinforcementStrength *= (tech level multiplier) = 31.95
reinforcementStrength *= 0.14 = 4.47
reinforcementStrength must be at most 35; = 4.47
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 31.28
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 9.38
numberShips = Floor(reinforcementStrength) = 9
numberShips led to objectsToBuild.Count being 10, adding that to strength...
StrengthBudget += 10 = 9.84
--- AIBuyShipsFromList StrengthBudget = 9.84
bought 1 BulletproofFighterII for 2.18
bought 1 MunitionsBoosterII for 10.11
total count bought: 2, total strength spent: 12.29, remaining = -2.44

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -0.83
AIBuyShipsFromList StrengthBudget = -0.83
total count bought: 0, total strength spent: 0, remaining = -0.83
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.79
AIBuyShipsFromList StrengthBudget = 0.79
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.21
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.41
AIBuyShipsFromList StrengthBudget = 0.41
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.59
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.03
AIBuyShipsFromList StrengthBudget = 0.03
bought 1 BulletproofFighterII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -2.15

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet not owned by this player

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -2.15

******doing wormhole-post-only SendGuardPostReinforcements on planet 50 (Lancmelship) since there's a nontrivial human attack here and it has not been reinforced yet.reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -0.53
AIBuyShipsFromList StrengthBudget = -0.53
total count bought: 0, total strength spent: 0, remaining = -0.53
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1.09
AIBuyShipsFromList StrengthBudget = 1.09
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.91
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.7
AIBuyShipsFromList StrengthBudget = 0.7
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1.3
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.32
AIBuyShipsFromList StrengthBudget = 0.32
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1.68
totals for planet 58 (Barkraero); count: 18, strength: 43.88
totals for planet 66 (Xijoyi); count: 9, strength: 18.18
totals for planet 9 (Foshipock); count: 5, strength: 18.47
totals for planet 50 (Lancmelship); count: 3, strength: 6
totals for MineLayer; count: 1, strength: 1
totals for Raider; count: 3, strength: 2.94
totals for BulletproofFighter; count: 2, strength: 4.36
totals for Bomber; count: 1, strength: 2
totals for InfiltratorIII; count: 2, strength: 1.41
totals for RaiderIII; count: 2, strength: 1.96
totals for Cruiser; count: 2, strength: 4
totals for BulletproofFighterIII; count: 1, strength: 2.18
totals for MunitionsBoosterIII; count: 2, strength: 20.21
totals for MissileShip; count: 1, strength: 2
totals for FighterIII; count: 1, strength: 2
totals for BomberIII; count: 1, strength: 2
totals for MissileShipII; count: 7, strength: 14
totals for FighterII; count: 3, strength: 6
totals for BulletproofFighterII; count: 2, strength: 4.36
totals for MunitionsBoosterII; count: 1, strength: 10.11
totals for BomberII; count: 3, strength: 6
*grand totals; count: 35, strength: 86.53



9/12/2012 1:19:38 PM (5.079) 1:45:27	calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 200
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) :
68 (Wocave) (alerted) (outnumbered, +2000)  reinforce priority = 2000
44 (Shugen) (alerted)  reinforce priority = 0
51 (Chuanship) (alerted)  reinforce priority = 0
79 (Ticdarkzup) (alerted)  reinforce priority = 0
78 (Achkined) (alerted)  reinforce priority = 0
6 (Viltikal) (alerted)  reinforce priority = 0
13 (Erje) (alerted)  reinforce priority = 0
9 (Foshipock) (alerted)  reinforce priority = 0
69 (Aevin) (alerted)  reinforce priority = 0
66 (Xijoyi) (alerted)  reinforce priority = 0
11 (Durdic) (alerted)  reinforce priority = 0
2 (Ictitio) (alerted)  reinforce priority = 0
68 (Wocave) (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.)
39 (Aeodes) (homeworld, +500)  reinforce priority = 500
26 (Kiginse) (homeworld, +500)  reinforce priority = 500
41 (Yunpanpo) (core, +300)  reinforce priority = 300
46 (Ifihas) (core, +300)  reinforce priority = 300
23 (Tchqu) (core, +300)  reinforce priority = 300
28 (Qugio) (core, +300)  reinforce priority = 300
40 (Rozingwep) (core, +300)  reinforce priority = 300
22 (Darkas) (core, +300)  reinforce priority = 300
(51 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 68 (Wocave), StrengthBudget = 0
Reinforcement focus types: Tank,Fighter,Armored
Number of this player's units on this planet = 91
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5
reinforcementStrength *= (tech level multiplier) = 27.45
reinforcementStrength *= 0.14 = 3.84
reinforcementStrength must be at most 35; = 3.84
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.84
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.15
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 3, adding that to strength...
StrengthBudget += 3 = 3
--- AIBuyShipsFromList StrengthBudget = 3
bought 1 EngineerDrone for 1
bought 1 MineLayer for 1
bought 1 FighterII for 2
total count bought: 3, total strength spent: 4, remaining = -1

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 4.86 = 3.86
AIBuyShipsFromList StrengthBudget = 3.86
bought 1 MissileShip for 2
bought 1 SpaceTank for 2
total count bought: 2, total strength spent: 4, remaining = -0.14
---doing pulse for AIPassiveGuardPostII
StrengthBudget += 1.62 = 1.47
AIBuyShipsFromList StrengthBudget = 1.47
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -0.53
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = 1.09
AIBuyShipsFromList StrengthBudget = 1.09
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -0.91
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = 0.71
AIBuyShipsFromList StrengthBudget = 0.71
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -1.29
---doing pulse for AIShortRangeGuardPostII
StrengthBudget += 1.62 = 0.33
AIBuyShipsFromList StrengthBudget = 0.33
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.67
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 1.62 = -0.05
AIBuyShipsFromList StrengthBudget = -0.05
total count bought: 0, total strength spent: 0, remaining = -0.05
---doing pulse for AISpireShieldSphereGuardPostII
StrengthBudget += 1.62 = 1.57
AIBuyShipsFromList StrengthBudget = 1.57
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.43
---doing pulse for AISpireShieldSphereGuardPostII
StrengthBudget += 1.62 = 1.19
AIBuyShipsFromList StrengthBudget = 1.19
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.81
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.81
AIBuyShipsFromList StrengthBudget = 0.81
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -1.19
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.42
AIBuyShipsFromList StrengthBudget = 0.42
bought 1 InfiltratorII for 0.71
total count bought: 1, total strength spent: 0.71, remaining = -0.28
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1.34
AIBuyShipsFromList StrengthBudget = 1.34
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -0.66
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.96
AIBuyShipsFromList StrengthBudget = 0.96
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -1.04
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.57
AIBuyShipsFromList StrengthBudget = 0.57
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -1.43

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianArtilleryII to guard WormholeCommandPost

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

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 68 (Wocave), StrengthBudget = -1.43
Number of this player's units on this planet = 91
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5
reinforcementStrength *= (tech level multiplier) = 27.45
reinforcementStrength *= 0.14 = 3.84
reinforcementStrength must be at most 35; = 3.84
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.84
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.15
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 3, adding that to strength...
StrengthBudget += 3 = 1.57
--- AIBuyShipsFromList StrengthBudget = 1.57
bought 1 EngineerDrone for 1
bought 1 MineLayer for 1
total count bought: 2, total strength spent: 2, remaining = -0.43

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 4.86 = 4.43
AIBuyShipsFromList StrengthBudget = 4.43
bought 1 Parasite for 4
bought 1 ArmorShip for 2.18
total count bought: 2, total strength spent: 6.18, remaining = -1.75
---doing pulse for AIPassiveGuardPostII
StrengthBudget += 1.62 = -0.13
AIBuyShipsFromList StrengthBudget = -0.13
total count bought: 0, total strength spent: 0, remaining = -0.13
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = 1.49
AIBuyShipsFromList StrengthBudget = 1.49
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -0.51
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = 1.1
AIBuyShipsFromList StrengthBudget = 1.1
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -0.9
---doing pulse for AIShortRangeGuardPostII
StrengthBudget += 1.62 = 0.72
AIBuyShipsFromList StrengthBudget = 0.72
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.28
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 1.62 = 0.34
AIBuyShipsFromList StrengthBudget = 0.34
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -1.66
---doing pulse for AISpireShieldSphereGuardPostII
StrengthBudget += 1.62 = -0.04
AIBuyShipsFromList StrengthBudget = -0.04
total count bought: 0, total strength spent: 0, remaining = -0.04
---doing pulse for AISpireShieldSphereGuardPostII
StrengthBudget += 1.62 = 1.58
AIBuyShipsFromList StrengthBudget = 1.58
bought 1 ParasiteII for 4
total count bought: 1, total strength spent: 4, remaining = -2.42
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -0.8
AIBuyShipsFromList StrengthBudget = -0.8
total count bought: 0, total strength spent: 0, remaining = -0.8
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.82
AIBuyShipsFromList StrengthBudget = 0.82
bought 1 InfiltratorII for 0.71
bought 1 BomberII for 2
total count bought: 2, total strength spent: 2.71, remaining = -1.89
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -0.27
AIBuyShipsFromList StrengthBudget = -0.27
total count bought: 0, total strength spent: 0, remaining = -0.27
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1.35
AIBuyShipsFromList StrengthBudget = 1.35
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -0.65
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.97
AIBuyShipsFromList StrengthBudget = 0.97
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -1.03

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.03

******calling SendReinforcementsToPlanet on planet 44 (Shugen), StrengthBudget = -1.03
Reinforcement focus types: Tank,Fighter,Fighter
Number of this player's units on this planet = 156
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 4
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 28.5
reinforcementStrength *= (tech level multiplier) = 17.1
reinforcementStrength *= 0.14 = 2.39
reinforcementStrength must be at most 35; = 2.39
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.39
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 2, adding that to strength...
StrengthBudget += 2 = 0.97
--- AIBuyShipsFromList StrengthBudget = 0.97
bought 1 ParasiteIV for 4
total count bought: 1, total strength spent: 4, remaining = -3.03

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.6
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.6
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.08
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.24 = 0.2
AIBuyShipsFromList StrengthBudget = 0.2
bought 1 Parasite for 4
total count bought: 1, total strength spent: 4, remaining = -3.8
---doing pulse for AICommandStationShieldGuardPostIV
StrengthBudget += 1.08 = -2.72
AIBuyShipsFromList StrengthBudget = -2.72
total count bought: 0, total strength spent: 0, remaining = -2.72
---doing pulse for AIMissileGuardPostIV
StrengthBudget += 1.08 = -1.64
AIBuyShipsFromList StrengthBudget = -1.64
total count bought: 0, total strength spent: 0, remaining = -1.64
---doing pulse for AIShortRangeGuardPostIV
StrengthBudget += 1.08 = -0.56
AIBuyShipsFromList StrengthBudget = -0.56
total count bought: 0, total strength spent: 0, remaining = -0.56
---doing pulse for AIMissileGuardPostIV
StrengthBudget += 1.08 = 0.52
AIBuyShipsFromList StrengthBudget = 0.52
bought 1 SpaceTankIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.48
---doing pulse for AIStealthGuardPostIV
StrengthBudget += 1.08 = -0.4
AIBuyShipsFromList StrengthBudget = -0.4
total count bought: 0, total strength spent: 0, remaining = -0.4
---doing pulse for AIShortRangeGuardPostIV
StrengthBudget += 1.08 = 0.68
AIBuyShipsFromList StrengthBudget = 0.68
bought 1 SpaceTankIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.32
---doing pulse for AIMissileGuardPostIV
StrengthBudget += 1.08 = -0.25
AIBuyShipsFromList StrengthBudget = -0.25
total count bought: 0, total strength spent: 0, remaining = -0.25
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = 0.83
AIBuyShipsFromList StrengthBudget = 0.83
bought 1 FighterIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.17
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = -0.09
AIBuyShipsFromList StrengthBudget = -0.09
total count bought: 0, total strength spent: 0, remaining = -0.09
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = 0.99
AIBuyShipsFromList StrengthBudget = 0.99
bought 1 SpaceTankIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.01
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = 0.07
AIBuyShipsFromList StrengthBudget = 0.07
bought 1 SpaceTankIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.93
---doing pulse for AIGuardianSpecialForcesRallyIV
StrengthBudget += 3.24 = 1.31
AIBuyShipsFromList StrengthBudget = 1.31
bought 1 Bomber for 2
total count bought: 1, total strength spent: 2, remaining = -0.69

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianEMPIV to guard WormholeCommandPost

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.69

******calling SendReinforcementsToPlanet on planet 51 (Chuanship), StrengthBudget = -0.69
Reinforcement focus types: Bulletproof,Fighter,Munitions
Number of this player's units on this planet = 5
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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 = 3
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 34.5
reinforcementStrength *= (tech level multiplier) = 24.15
reinforcementStrength *= 0.14 = 3.38
reinforcementStrength must be at most 35; = 3.38
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.38
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.01
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 3, adding that to strength...
StrengthBudget += 3 = 2.31
--- AIBuyShipsFromList StrengthBudget = 2.31
bought 1 MineLayer for 1
bought 1 FighterIII for 2
total count bought: 2, total strength spent: 3, remaining = -0.69

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.78 = 3.08
AIBuyShipsFromList StrengthBudget = 3.08
bought 1 Parasite for 4
total count bought: 1, total strength spent: 4, remaining = -0.92
---doing pulse for AICommandStationShieldGuardPostIII
StrengthBudget += 1.26 = 0.34
AIBuyShipsFromList StrengthBudget = 0.34
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.66
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 1.26 = -0.4
AIBuyShipsFromList StrengthBudget = -0.4
total count bought: 0, total strength spent: 0, remaining = -0.4
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 1.26 = 0.86
AIBuyShipsFromList StrengthBudget = 0.86
bought 1 InfiltratorIII for 0.71
bought 1 SpaceTankIII for 2
total count bought: 2, total strength spent: 2.71, remaining = -1.85
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = -0.59
AIBuyShipsFromList StrengthBudget = -0.59
total count bought: 0, total strength spent: 0, remaining = -0.59
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 1.26 = 0.67
AIBuyShipsFromList StrengthBudget = 0.67
bought 1 InfiltratorIII for 0.71
total count bought: 1, total strength spent: 0.71, remaining = -0.03
---doing pulse for AICommandStationShieldGuardPostIII
StrengthBudget += 1.26 = 1.22
AIBuyShipsFromList StrengthBudget = 1.22
bought 1 ArmorShipIII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -0.96
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = 0.3
AIBuyShipsFromList StrengthBudget = 0.3
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.7
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -0.44
AIBuyShipsFromList StrengthBudget = -0.44
total count bought: 0, total strength spent: 0, remaining = -0.44
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.82
AIBuyShipsFromList StrengthBudget = 0.82
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.18
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.08
AIBuyShipsFromList StrengthBudget = 0.08
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.92
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -0.66
AIBuyShipsFromList StrengthBudget = -0.66
total count bought: 0, total strength spent: 0, remaining = -0.66
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.6
AIBuyShipsFromList StrengthBudget = 0.6
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.4

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet not owned by this player

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.4
totals for planet 68 (Wocave); count: 29, strength: 55.59
totals for planet 44 (Shugen); count: 8, strength: 20
totals for planet 51 (Chuanship); count: 12, strength: 22.59
totals for EngineerDrone; count: 2, strength: 2
totals for MineLayer; count: 3, strength: 3
totals for FighterII; count: 5, strength: 10
totals for MissileShip; count: 1, strength: 2
totals for SpaceTank; count: 1, strength: 2
totals for SpaceTankII; count: 12, strength: 24
totals for InfiltratorII; count: 2, strength: 1.41
totals for Parasite; count: 3, strength: 12
totals for ArmorShip; count: 1, strength: 2.18
totals for ParasiteII; count: 1, strength: 4
totals for BomberII; count: 1, strength: 2
totals for ParasiteIV; count: 1, strength: 4
totals for SpaceTankIV; count: 4, strength: 8
totals for FighterIV; count: 1, strength: 2
totals for Bomber; count: 1, strength: 2
totals for FighterIII; count: 5, strength: 10
totals for InfiltratorIII; count: 2, strength: 1.41
totals for SpaceTankIII; count: 2, strength: 4
totals for ArmorShipIII; count: 1, strength: 2.18
*grand totals; count: 49, strength: 98.19



9/12/2012 1:19:40 PM (5.079) 1:45:29	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 200
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) :
68 (Wocave) (alerted) (outnumbered, +2000)  reinforce priority = 2000
51 (Chuanship) (alerted)  reinforce priority = 0
13 (Erje) (alerted)  reinforce priority = 0
6 (Viltikal) (alerted)  reinforce priority = 0
78 (Achkined) (alerted)  reinforce priority = 0
79 (Ticdarkzup) (alerted)  reinforce priority = 0
9 (Foshipock) (alerted)  reinforce priority = 0
69 (Aevin) (alerted)  reinforce priority = 0
11 (Durdic) (alerted)  reinforce priority = 0
66 (Xijoyi) (alerted)  reinforce priority = 0
44 (Shugen) (alerted)  reinforce priority = 0
2 (Ictitio) (alerted)  reinforce priority = 0
68 (Wocave) (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.)
39 (Aeodes) (homeworld, +500)  reinforce priority = 500
26 (Kiginse) (homeworld, +500)  reinforce priority = 500
28 (Qugio) (core, +300)  reinforce priority = 300
41 (Yunpanpo) (core, +300)  reinforce priority = 300
40 (Rozingwep) (core, +300)  reinforce priority = 300
46 (Ifihas) (core, +300)  reinforce priority = 300
22 (Darkas) (core, +300)  reinforce priority = 300
23 (Tchqu) (core, +300)  reinforce priority = 300
(51 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 68 (Wocave), StrengthBudget = 0
Reinforcement focus types: Tank,Fighter,Armored
Number of this player's units on this planet = 32
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.5
reinforcementStrength *= (tech level multiplier) = 28.35
reinforcementStrength *= 0.14 = 3.97
reinforcementStrength must be at most 35; = 3.97
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.97
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.19
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 3, adding that to strength...
StrengthBudget += 3 = 3
--- AIBuyShipsFromList StrengthBudget = 3
bought 1 EngineerDrone for 1
bought 1 MineLayer for 1
bought 1 FighterII for 2
total count bought: 3, total strength spent: 4, remaining = -1

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 4.86 = 3.86
AIBuyShipsFromList StrengthBudget = 3.86
bought 1 MissileShip for 2
bought 1 BulletproofFighter for 2.18
total count bought: 2, total strength spent: 4.18, remaining = -0.33
---doing pulse for AIPassiveGuardPostII
StrengthBudget += 1.62 = 1.29
AIBuyShipsFromList StrengthBudget = 1.29
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.71
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = 0.91
AIBuyShipsFromList StrengthBudget = 0.91
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1.09
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = 0.53
AIBuyShipsFromList StrengthBudget = 0.53
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.47
---doing pulse for AIShortRangeGuardPostII
StrengthBudget += 1.62 = 0.15
AIBuyShipsFromList StrengthBudget = 0.15
bought 1 MunitionsBoosterII for 10.11
total count bought: 1, total strength spent: 10.11, remaining = -9.96
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 1.62 = -8.34
AIBuyShipsFromList StrengthBudget = -8.34
total count bought: 0, total strength spent: 0, remaining = -8.34
---doing pulse for AISpireShieldSphereGuardPostII
StrengthBudget += 1.62 = -6.72
AIBuyShipsFromList StrengthBudget = -6.72
total count bought: 0, total strength spent: 0, remaining = -6.72
---doing pulse for AISpireShieldSphereGuardPostII
StrengthBudget += 1.62 = -5.1
AIBuyShipsFromList StrengthBudget = -5.1
total count bought: 0, total strength spent: 0, remaining = -5.1
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -3.48
AIBuyShipsFromList StrengthBudget = -3.48
total count bought: 0, total strength spent: 0, remaining = -3.48
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -1.86
AIBuyShipsFromList StrengthBudget = -1.86
total count bought: 0, total strength spent: 0, remaining = -1.86
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -0.24
AIBuyShipsFromList StrengthBudget = -0.24
total count bought: 0, total strength spent: 0, remaining = -0.24
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1.37
AIBuyShipsFromList StrengthBudget = 1.37
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.63
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.99
AIBuyShipsFromList StrengthBudget = 0.99
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.01

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet not owned by this player

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -1.01

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 68 (Wocave), StrengthBudget = -1.01
Number of this player's units on this planet = 32
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5
reinforcementStrength *= (tech level multiplier) = 27.45
reinforcementStrength *= 0.14 = 3.84
reinforcementStrength must be at most 35; = 3.84
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.84
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1.15
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 3, adding that to strength...
StrengthBudget += 3 = 1.99
--- AIBuyShipsFromList StrengthBudget = 1.99
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.01

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 4.86 = 4.85
AIBuyShipsFromList StrengthBudget = 4.85
bought 1 Fighter for 2
bought 1 Infiltrator for 0.71
bought 1 Bomber for 2
bought 1 MunitionsBooster for 10.11
total count bought: 4, total strength spent: 14.81, remaining = -9.96
---doing pulse for AIPassiveGuardPostII
StrengthBudget += 1.62 = -8.34
AIBuyShipsFromList StrengthBudget = -8.34
total count bought: 0, total strength spent: 0, remaining = -8.34
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = -6.72
AIBuyShipsFromList StrengthBudget = -6.72
total count bought: 0, total strength spent: 0, remaining = -6.72
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = -5.11
AIBuyShipsFromList StrengthBudget = -5.11
total count bought: 0, total strength spent: 0, remaining = -5.11
---doing pulse for AIShortRangeGuardPostII
StrengthBudget += 1.62 = -3.49
AIBuyShipsFromList StrengthBudget = -3.49
total count bought: 0, total strength spent: 0, remaining = -3.49
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 1.62 = -1.87
AIBuyShipsFromList StrengthBudget = -1.87
total count bought: 0, total strength spent: 0, remaining = -1.87
---doing pulse for AISpireShieldSphereGuardPostII
StrengthBudget += 1.62 = -0.25
AIBuyShipsFromList StrengthBudget = -0.25
total count bought: 0, total strength spent: 0, remaining = -0.25
---doing pulse for AISpireShieldSphereGuardPostII
StrengthBudget += 1.62 = 1.37
AIBuyShipsFromList StrengthBudget = 1.37
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.63
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.99
AIBuyShipsFromList StrengthBudget = 0.99
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.01
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.61
AIBuyShipsFromList StrengthBudget = 0.61
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.39
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.22
AIBuyShipsFromList StrengthBudget = 0.22
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.78
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -0.16
AIBuyShipsFromList StrengthBudget = -0.16
total count bought: 0, total strength spent: 0, remaining = -0.16
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1.46
AIBuyShipsFromList StrengthBudget = 1.46
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.54

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -0.54

******calling SendReinforcementsToPlanet on planet 51 (Chuanship), StrengthBudget = -0.54
Reinforcement focus types: Bulletproof,Fighter,Munitions
Number of this player's units on this planet = 168
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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 = 3
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.5
reinforcementStrength *= (tech level multiplier) = 22.75
reinforcementStrength *= 0.14 = 3.18
reinforcementStrength must be at most 35; = 3.18
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.18
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 3, adding that to strength...
StrengthBudget += 3 = 2.46
--- AIBuyShipsFromList StrengthBudget = 2.46
bought 1 EngineerDroneIII for 1
bought 1 MineLayer for 1
bought 1 BulletproofFighterIII for 2.18
total count bought: 3, total strength spent: 4.18, remaining = -1.72

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.78 = 2.06
AIBuyShipsFromList StrengthBudget = 2.06
bought 1 Bomber for 2
bought 1 Infiltrator for 0.71
total count bought: 2, total strength spent: 2.71, remaining = -0.65
---doing pulse for AICommandStationShieldGuardPostIII
StrengthBudget += 1.26 = 0.61
AIBuyShipsFromList StrengthBudget = 0.61
bought 1 MunitionsBoosterIII for 10.11
total count bought: 1, total strength spent: 10.11, remaining = -9.5
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 1.26 = -8.24
AIBuyShipsFromList StrengthBudget = -8.24
total count bought: 0, total strength spent: 0, remaining = -8.24
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 1.26 = -6.98
AIBuyShipsFromList StrengthBudget = -6.98
total count bought: 0, total strength spent: 0, remaining = -6.98
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = -5.72
AIBuyShipsFromList StrengthBudget = -5.72
total count bought: 0, total strength spent: 0, remaining = -5.72
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 1.26 = -4.46
AIBuyShipsFromList StrengthBudget = -4.46
total count bought: 0, total strength spent: 0, remaining = -4.46
---doing pulse for AICommandStationShieldGuardPostIII
StrengthBudget += 1.26 = -3.2
AIBuyShipsFromList StrengthBudget = -3.2
total count bought: 0, total strength spent: 0, remaining = -3.2
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -1.94
AIBuyShipsFromList StrengthBudget = -1.94
total count bought: 0, total strength spent: 0, remaining = -1.94
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -0.68
AIBuyShipsFromList StrengthBudget = -0.68
total count bought: 0, total strength spent: 0, remaining = -0.68
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.57
AIBuyShipsFromList StrengthBudget = 0.57
bought 1 BulletproofFighterIII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -1.61
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -0.35
AIBuyShipsFromList StrengthBudget = -0.35
total count bought: 0, total strength spent: 0, remaining = -0.35
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.91
AIBuyShipsFromList StrengthBudget = 0.91
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.09
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.17
AIBuyShipsFromList StrengthBudget = 0.17
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.83

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianFlakIII to guard WormholeCommandPost

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -1.83

******calling SendReinforcementsToPlanet on planet 13 (Erje), StrengthBudget = -1.83
Reinforcement focus types: Armored,Bomber,Bomber
Number of this player's units on this planet = 13
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (2 * 100) (must be at least 200 and at most 700) = 200
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (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 = 2
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5
reinforcementStrength *= (tech level multiplier) = 27.45
reinforcementStrength *= 0.14 = 3.84
reinforcementStrength must be at most 35; = 3.84
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 23.04
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 6.91
numberShips = Floor(reinforcementStrength) = 6
numberShips led to objectsToBuild.Count being 8, adding that to strength...
StrengthBudget += 8 = 6.17
--- AIBuyShipsFromList StrengthBudget = 6.17
bought 3 BomberII for 6
bought 1 EngineerDrone for 1
total count bought: 4, total strength spent: 7, remaining = -0.83

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 4.86 = 4.03
AIBuyShipsFromList StrengthBudget = 4.03
bought 2 Infiltrator for 1.41
bought 1 Bomber for 2
bought 1 MunitionsBooster for 10.11
total count bought: 4, total strength spent: 13.52, remaining = -9.49
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -7.87
AIBuyShipsFromList StrengthBudget = -7.87
total count bought: 0, total strength spent: 0, remaining = -7.87
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -6.25
AIBuyShipsFromList StrengthBudget = -6.25
total count bought: 0, total strength spent: 0, remaining = -6.25
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -4.64
AIBuyShipsFromList StrengthBudget = -4.64
total count bought: 0, total strength spent: 0, remaining = -4.64
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -3.02
AIBuyShipsFromList StrengthBudget = -3.02
total count bought: 0, total strength spent: 0, remaining = -3.02

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet not owned by this player

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -3.02
totals for planet 68 (Wocave); count: 21, strength: 55.1
totals for planet 51 (Chuanship); count: 9, strength: 23.17
totals for planet 13 (Erje); count: 8, strength: 20.52
totals for EngineerDrone; count: 2, strength: 2
totals for MineLayer; count: 2, strength: 2
totals for FighterII; count: 11, strength: 22
totals for MissileShip; count: 1, strength: 2
totals for BulletproofFighter; count: 1, strength: 2.18
totals for BomberII; count: 4, strength: 8
totals for MunitionsBoosterII; count: 1, strength: 10.11
totals for Fighter; count: 1, strength: 2
totals for Infiltrator; count: 4, strength: 2.82
totals for Bomber; count: 3, strength: 6
totals for MunitionsBooster; count: 2, strength: 20.21
totals for EngineerDroneIII; count: 1, strength: 1
totals for BulletproofFighterIII; count: 2, strength: 4.36
totals for MunitionsBoosterIII; count: 1, strength: 10.11
totals for FighterIII; count: 2, strength: 4
*grand totals; count: 38, strength: 98.79



9/12/2012 1:26:34 PM (5.079) 1:49:41	calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 200
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 (Ilther) (alerted) (outnumbered, +2000)  reinforce priority = 2000
70 (Sopo) (alerted)  reinforce priority = 0
13 (Erje) (alerted)  reinforce priority = 0
2 (Ictitio) (alerted)  reinforce priority = 0
74 (Banipbo) (alerted)  reinforce priority = 0
66 (Xijoyi) (alerted)  reinforce priority = 0
9 (Foshipock) (alerted)  reinforce priority = 0
6 (Viltikal) (alerted)  reinforce priority = 0
35 (Halauso) (alerted)  reinforce priority = 0
77 (Orihagar) (alerted)  reinforce priority = 0
44 (Shugen) (alerted)  reinforce priority = 0
11 (Durdic) (alerted)  reinforce priority = 0
36 (Vafonu) (alerted)  reinforce priority = 0
37 (Ilther) (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.)
26 (Kiginse) (homeworld, +500)  reinforce priority = 500
39 (Aeodes) (homeworld, +500)  reinforce priority = 500
40 (Rozingwep) (core, +300)  reinforce priority = 300
41 (Yunpanpo) (core, +300)  reinforce priority = 300
23 (Tchqu) (core, +300)  reinforce priority = 300
22 (Darkas) (core, +300)  reinforce priority = 300
46 (Ifihas) (core, +300)  reinforce priority = 300
28 (Qugio) (core, +300)  reinforce priority = 300
(50 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 37 (Ilther), StrengthBudget = 0
Reinforcement focus types: Tank,Bomber,Tank
Number of this player's units on this planet = 89
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(11+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 = 3
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 14.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 28.5
reinforcementStrength *= (tech level multiplier) = 19.95
reinforcementStrength *= 0.14 = 2.79
reinforcementStrength must be at most 35; = 2.79
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.79
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 3, adding that to strength...
StrengthBudget += 3 = 3
--- AIBuyShipsFromList StrengthBudget = 3
bought 1 EngineerDroneIII for 1
bought 1 MineLayer for 1
bought 1 BomberIII for 2
total count bought: 3, total strength spent: 4, remaining = -1

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.78 = 2.78
AIBuyShipsFromList StrengthBudget = 2.78
bought 1 ArmorShip for 2.18
bought 1 Infiltrator for 0.71
total count bought: 2, total strength spent: 2.89, remaining = -0.11
---doing pulse for AIWarpCounterattackGuardPostIII
StrengthBudget += 1.26 = 1.15
AIBuyShipsFromList StrengthBudget = 1.15
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.85
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 1.26 = 0.41
AIBuyShipsFromList StrengthBudget = 0.41
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.59
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -0.33
AIBuyShipsFromList StrengthBudget = -0.33
total count bought: 0, total strength spent: 0, remaining = -0.33
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = 0.92
AIBuyShipsFromList StrengthBudget = 0.92
bought 1 FighterIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.08
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = 0.18
AIBuyShipsFromList StrengthBudget = 0.18
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.82
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -0.56
AIBuyShipsFromList StrengthBudget = -0.56
total count bought: 0, total strength spent: 0, remaining = -0.56
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 1.26 = 0.7
AIBuyShipsFromList StrengthBudget = 0.7
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.3
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -0.04
AIBuyShipsFromList StrengthBudget = -0.04
total count bought: 0, total strength spent: 0, remaining = -0.04
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 1.22
AIBuyShipsFromList StrengthBudget = 1.22
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.78
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.48
AIBuyShipsFromList StrengthBudget = 0.48
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.52

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

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -1.52

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 37 (Ilther), StrengthBudget = -1.52
Number of this player's units on this planet = 89
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(11+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 = 3
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.5
reinforcementStrength *= (tech level multiplier) = 22.75
reinforcementStrength *= 0.14 = 3.18
reinforcementStrength must be at most 35; = 3.18
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 3.18
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 3, adding that to strength...
StrengthBudget += 3 = 1.48
--- AIBuyShipsFromList StrengthBudget = 1.48
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.52

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.78 = 3.25
AIBuyShipsFromList StrengthBudget = 3.25
bought 1 SpaceTank for 2
bought 1 Infiltrator for 0.71
bought 1 Parasite for 4
total count bought: 3, total strength spent: 6.71, remaining = -3.45
---doing pulse for AIWarpCounterattackGuardPostIII
StrengthBudget += 1.26 = -2.19
AIBuyShipsFromList StrengthBudget = -2.19
total count bought: 0, total strength spent: 0, remaining = -2.19
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 1.26 = -0.94
AIBuyShipsFromList StrengthBudget = -0.94
total count bought: 0, total strength spent: 0, remaining = -0.94
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = 0.32
AIBuyShipsFromList StrengthBudget = 0.32
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.68
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = -0.42
AIBuyShipsFromList StrengthBudget = -0.42
total count bought: 0, total strength spent: 0, remaining = -0.42
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = 0.84
AIBuyShipsFromList StrengthBudget = 0.84
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.16
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = 0.1
AIBuyShipsFromList StrengthBudget = 0.1
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.9
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 1.26 = -0.64
AIBuyShipsFromList StrengthBudget = -0.64
total count bought: 0, total strength spent: 0, remaining = -0.64
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.62
AIBuyShipsFromList StrengthBudget = 0.62
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.38
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -0.12
AIBuyShipsFromList StrengthBudget = -0.12
total count bought: 0, total strength spent: 0, remaining = -0.12
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 1.14
AIBuyShipsFromList StrengthBudget = 1.14
bought 1 SpaceTankIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.86

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -0.86

******calling SendReinforcementsToPlanet on planet 70 (Sopo), StrengthBudget = -0.86
Reinforcement focus types: Bomber,Fighter,Cruiser
Number of this player's units on this planet = 82
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (6 * 100) (must be at least 200 and at most 700) = 600
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (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 = 2
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.5
reinforcementStrength *= (tech level multiplier) = 29.25
reinforcementStrength *= 0.14 = 4.09
reinforcementStrength must be at most 35; = 4.09
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 12.27
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 3.68
numberShips = Floor(reinforcementStrength) = 3
numberShips led to objectsToBuild.Count being 4, adding that to strength...
StrengthBudget += 4 = 3.14
--- AIBuyShipsFromList StrengthBudget = 3.14
bought 1 BomberII for 2
bought 1 MissileShipII for 2
total count bought: 2, total strength spent: 4, remaining = -0.86

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for AIMissileGuardPostII
StrengthBudget += 1.62 = 0.75
AIBuyShipsFromList StrengthBudget = 0.75
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1.25
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 1.62 = 0.37
AIBuyShipsFromList StrengthBudget = 0.37
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1.63
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 1.62 = -0.01
AIBuyShipsFromList StrengthBudget = -0.01
total count bought: 0, total strength spent: 0, remaining = -0.01
---doing pulse for AICommandStationShieldGuardPostII
StrengthBudget += 1.62 = 1.61
AIBuyShipsFromList StrengthBudget = 1.61
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.39
---doing pulse for AIMLRSGuardPostII
StrengthBudget += 1.62 = 1.23
AIBuyShipsFromList StrengthBudget = 1.23
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.77
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.85
AIBuyShipsFromList StrengthBudget = 0.85
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1.15
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.47
AIBuyShipsFromList StrengthBudget = 0.47
bought 1 MissileShipII for 2
total count bought: 1, total strength spent: 2, remaining = -1.53
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.08
AIBuyShipsFromList StrengthBudget = 0.08
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1.92

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no guardable objects that haven't had an AI command this cycle and fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -1.92

******calling SendReinforcementsToPlanet on planet 13 (Erje), StrengthBudget = -1.92
Reinforcement focus types: Armored,Bomber,Bomber
Number of this player's units on this planet = 49
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (2 * 100) (must be at least 200 and at most 700) = 200
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (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 = 2
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 21.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 35.5
reinforcementStrength *= (tech level multiplier) = 31.95
reinforcementStrength *= 0.14 = 4.47
reinforcementStrength must be at most 35; = 4.47
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.81
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.04
numberShips = Floor(reinforcementStrength) = 8
numberShips led to objectsToBuild.Count being 10, adding that to strength...
StrengthBudget += 10 = 8.08
--- AIBuyShipsFromList StrengthBudget = 8.08
bought 3 BomberII for 6
bought 1 MineLayer for 1
bought 1 MissileShipII for 2
total count bought: 5, total strength spent: 9, remaining = -0.92

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 4.86 = 3.94
AIBuyShipsFromList StrengthBudget = 3.94
bought 1 SpaceTank for 2
bought 1 Bomber for 2
total count bought: 2, total strength spent: 4, remaining = -0.06
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1.56
AIBuyShipsFromList StrengthBudget = 1.56
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -0.44
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1.18
AIBuyShipsFromList StrengthBudget = 1.18
bought 1 ArmorShipII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -1
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.61
AIBuyShipsFromList StrengthBudget = 0.61
bought 1 BomberII for 2
total count bought: 1, total strength spent: 2, remaining = -1.39
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.23
AIBuyShipsFromList StrengthBudget = 0.23
bought 1 ArmorShipII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -1.95

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianVampireII to guard WormholeCommandPost

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.95
totals for planet 37 (Ilther); count: 21, strength: 39.59
totals for planet 70 (Sopo); count: 9, strength: 18
totals for planet 13 (Erje); count: 11, strength: 21.36
totals for EngineerDroneIII; count: 1, strength: 1
totals for MineLayer; count: 2, strength: 2
totals for BomberIII; count: 6, strength: 12
totals for ArmorShip; count: 1, strength: 2.18
totals for Infiltrator; count: 2, strength: 1.41
totals for SpaceTankIII; count: 7, strength: 14
totals for FighterIII; count: 1, strength: 2
totals for SpaceTank; count: 2, strength: 4
totals for Parasite; count: 1, strength: 4
totals for BomberII; count: 12, strength: 24
totals for MissileShipII; count: 3, strength: 6
totals for Bomber; count: 1, strength: 2
totals for ArmorShipII; count: 2, strength: 4.36
*grand totals; count: 41, strength: 78.96



9/12/2012 1:26:35 PM (5.079) 1:49:42	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 200
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 (Ilther) (alerted) (outnumbered, +2000)  reinforce priority = 2000
36 (Vafonu) (alerted)  reinforce priority = 0
44 (Shugen) (alerted)  reinforce priority = 0
11 (Durdic) (alerted)  reinforce priority = 0
9 (Foshipock) (alerted)  reinforce priority = 0
13 (Erje) (alerted)  reinforce priority = 0
66 (Xijoyi) (alerted)  reinforce priority = 0
2 (Ictitio) (alerted)  reinforce priority = 0
70 (Sopo) (alerted)  reinforce priority = 0
35 (Halauso) (alerted)  reinforce priority = 0
74 (Banipbo) (alerted)  reinforce priority = 0
77 (Orihagar) (alerted)  reinforce priority = 0
6 (Viltikal) (alerted)  reinforce priority = 0
37 (Ilther) (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.)
39 (Aeodes) (homeworld, +500)  reinforce priority = 500
26 (Kiginse) (homeworld, +500)  reinforce priority = 500
22 (Darkas) (core, +300)  reinforce priority = 300
23 (Tchqu) (core, +300)  reinforce priority = 300
46 (Ifihas) (core, +300)  reinforce priority = 300
41 (Yunpanpo) (core, +300)  reinforce priority = 300
28 (Qugio) (core, +300)  reinforce priority = 300
40 (Rozingwep) (core, +300)  reinforce priority = 300
(50 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 37 (Ilther), StrengthBudget = 0
Reinforcement focus types: Tank,Bomber,Tank
Number of this player's units on this planet = 3
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(11+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 = 3
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5
reinforcementStrength *= (tech level multiplier) = 21.35
reinforcementStrength *= 0.14 = 2.99
reinforcementStrength must be at most 35; = 2.99
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.99
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 2, adding that to strength...
StrengthBudget += 2 = 2
--- AIBuyShipsFromList StrengthBudget = 2
bought 1 MineLayer for 1
bought 1 BulletproofFighterIII for 2.18
total count bought: 2, total strength spent: 3.18, remaining = -1.18

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.78 = 2.59
AIBuyShipsFromList StrengthBudget = 2.59
bought 1 Raider for 0.98
bought 1 MunitionsBooster for 10.11
total count bought: 2, total strength spent: 11.08, remaining = -8.49
---doing pulse for AIWarpCounterattackGuardPostIII
StrengthBudget += 1.26 = -7.23
AIBuyShipsFromList StrengthBudget = -7.23
total count bought: 0, total strength spent: 0, remaining = -7.23
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 1.26 = -5.97
AIBuyShipsFromList StrengthBudget = -5.97
total count bought: 0, total strength spent: 0, remaining = -5.97
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -4.71
AIBuyShipsFromList StrengthBudget = -4.71
total count bought: 0, total strength spent: 0, remaining = -4.71
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = -3.45
AIBuyShipsFromList StrengthBudget = -3.45
total count bought: 0, total strength spent: 0, remaining = -3.45
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = -2.2
AIBuyShipsFromList StrengthBudget = -2.2
total count bought: 0, total strength spent: 0, remaining = -2.2
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -0.94
AIBuyShipsFromList StrengthBudget = -0.94
total count bought: 0, total strength spent: 0, remaining = -0.94
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 1.26 = 0.32
AIBuyShipsFromList StrengthBudget = 0.32
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.68
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -0.42
AIBuyShipsFromList StrengthBudget = -0.42
total count bought: 0, total strength spent: 0, remaining = -0.42
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.84
AIBuyShipsFromList StrengthBudget = 0.84
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.16
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.1
AIBuyShipsFromList StrengthBudget = 0.1
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.9

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet not owned by this player

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -1.9

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 37 (Ilther), StrengthBudget = -1.9
Number of this player's units on this planet = 3
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(11+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 = 3
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5
reinforcementStrength *= (tech level multiplier) = 21.35
reinforcementStrength *= 0.14 = 2.99
reinforcementStrength must be at most 35; = 2.99
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.99
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 2, adding that to strength...
StrengthBudget += 2 = 0.1
--- AIBuyShipsFromList StrengthBudget = 0.1
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.9

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.78 = 1.87
AIBuyShipsFromList StrengthBudget = 1.87
bought 1 Bomber for 2
total count bought: 1, total strength spent: 2, remaining = -0.13
---doing pulse for AIWarpCounterattackGuardPostIII
StrengthBudget += 1.26 = 1.13
AIBuyShipsFromList StrengthBudget = 1.13
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -0.87
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 1.26 = 0.39
AIBuyShipsFromList StrengthBudget = 0.39
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.61
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -0.35
AIBuyShipsFromList StrengthBudget = -0.35
total count bought: 0, total strength spent: 0, remaining = -0.35
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = 0.91
AIBuyShipsFromList StrengthBudget = 0.91
bought 1 BomberIII for 2
total count bought: 1, total strength spent: 2, remaining = -1.09
---doing pulse for AIMissileGuardPostIII
StrengthBudget += 1.26 = 0.17
AIBuyShipsFromList StrengthBudget = 0.17
bought 1 MunitionsBoosterIII for 10.11
total count bought: 1, total strength spent: 10.11, remaining = -9.94
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -8.68
AIBuyShipsFromList StrengthBudget = -8.68
total count bought: 0, total strength spent: 0, remaining = -8.68
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 1.26 = -7.42
AIBuyShipsFromList StrengthBudget = -7.42
total count bought: 0, total strength spent: 0, remaining = -7.42
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -6.16
AIBuyShipsFromList StrengthBudget = -6.16
total count bought: 0, total strength spent: 0, remaining = -6.16
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -4.9
AIBuyShipsFromList StrengthBudget = -4.9
total count bought: 0, total strength spent: 0, remaining = -4.9
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -3.64
AIBuyShipsFromList StrengthBudget = -3.64
total count bought: 0, total strength spent: 0, remaining = -3.64

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -3.64

******calling SendReinforcementsToPlanet on planet 36 (Vafonu), StrengthBudget = -3.64
Reinforcement focus types: Bulletproof,Munitions,Raider
Number of this player's units on this planet = 153
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 3
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5
reinforcementStrength *= (tech level multiplier) = 21.35
reinforcementStrength *= 0.14 = 2.99
reinforcementStrength must be at most 35; = 2.99
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.99
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 2, adding that to strength...
StrengthBudget += 2 = -1.64
--- AIBuyShipsFromList StrengthBudget = -1.64
total count bought: 0, total strength spent: 0, remaining = -1.64

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 4.2
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 4.2
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.26
---doing pulse for AIMLRSGuardPostIII
StrengthBudget += 1.26 = -0.38
AIBuyShipsFromList StrengthBudget = -0.38
total count bought: 0, total strength spent: 0, remaining = -0.38
---doing pulse for AIPassiveGuardPostIII
StrengthBudget += 1.26 = 0.87
AIBuyShipsFromList StrengthBudget = 0.87
bought 1 BulletproofFighterIII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -1.31
---doing pulse for AIStealthGuardPostIII
StrengthBudget += 1.26 = -0.05
AIBuyShipsFromList StrengthBudget = -0.05
total count bought: 0, total strength spent: 0, remaining = -0.05
---doing pulse for AIWarpCounterattackGuardPostIII
StrengthBudget += 1.26 = 1.21
AIBuyShipsFromList StrengthBudget = 1.21
bought 1 BulletproofFighterIII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -0.97
---doing pulse for AIStealthGuardPostIII
StrengthBudget += 1.26 = 0.29
AIBuyShipsFromList StrengthBudget = 0.29
bought 1 BulletproofFighterIII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -1.89
---doing pulse for AIShortRangeGuardPostIII
StrengthBudget += 1.26 = -0.64
AIBuyShipsFromList StrengthBudget = -0.64
total count bought: 0, total strength spent: 0, remaining = -0.64
---doing pulse for AIStealthGuardPostIII
StrengthBudget += 1.26 = 0.62
AIBuyShipsFromList StrengthBudget = 0.62
bought 1 BulletproofFighterIII for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -1.56
---doing pulse for AIArachnidGuardPostIII
StrengthBudget += 1.26 = -0.3
AIBuyShipsFromList StrengthBudget = -0.3
total count bought: 0, total strength spent: 0, remaining = -0.3
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = 0.96
AIBuyShipsFromList StrengthBudget = 0.96
bought 1 MunitionsBoosterIII for 10.11
total count bought: 1, total strength spent: 10.11, remaining = -9.15
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -7.89
AIBuyShipsFromList StrengthBudget = -7.89
total count bought: 0, total strength spent: 0, remaining = -7.89
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -6.63
AIBuyShipsFromList StrengthBudget = -6.63
total count bought: 0, total strength spent: 0, remaining = -6.63
---doing pulse for WormholeCommandPost
StrengthBudget += 1.26 = -5.37
AIBuyShipsFromList StrengthBudget = -5.37
total count bought: 0, total strength spent: 0, remaining = -5.37

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet has no guardable objects that haven't had an AI command this cycle and fewer than 1 guardians

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -5.37

******calling SendReinforcementsToPlanet on planet 44 (Shugen), StrengthBudget = -5.37
Reinforcement focus types: Tank,Fighter,Fighter
Number of this player's units on this planet = 14
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (9 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(12+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 = 4
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 15.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 29.5
reinforcementStrength *= (tech level multiplier) = 17.7
reinforcementStrength *= 0.14 = 2.48
reinforcementStrength must be at most 35; = 2.48
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.48
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 2, adding that to strength...
StrengthBudget += 2 = -3.37
--- AIBuyShipsFromList StrengthBudget = -3.37
total count bought: 0, total strength spent: 0, remaining = -3.37

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.6
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.6
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.08
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.24 = -0.13
AIBuyShipsFromList StrengthBudget = -0.13
total count bought: 0, total strength spent: 0, remaining = -0.13
---doing pulse for AICommandStationShieldGuardPostIV
StrengthBudget += 1.08 = 0.95
AIBuyShipsFromList StrengthBudget = 0.95
bought 1 FighterIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.05
---doing pulse for AIMissileGuardPostIV
StrengthBudget += 1.08 = 0.02
AIBuyShipsFromList StrengthBudget = 0.02
bought 1 FighterIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.98
---doing pulse for AIShortRangeGuardPostIV
StrengthBudget += 1.08 = -0.9
AIBuyShipsFromList StrengthBudget = -0.9
total count bought: 0, total strength spent: 0, remaining = -0.9
---doing pulse for AIMissileGuardPostIV
StrengthBudget += 1.08 = 0.18
AIBuyShipsFromList StrengthBudget = 0.18
bought 1 FighterIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.82
---doing pulse for AIStealthGuardPostIV
StrengthBudget += 1.08 = -0.74
AIBuyShipsFromList StrengthBudget = -0.74
total count bought: 0, total strength spent: 0, remaining = -0.74
---doing pulse for AIShortRangeGuardPostIV
StrengthBudget += 1.08 = 0.34
AIBuyShipsFromList StrengthBudget = 0.34
bought 1 FighterIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.66
---doing pulse for AIMissileGuardPostIV
StrengthBudget += 1.08 = -0.58
AIBuyShipsFromList StrengthBudget = -0.58
total count bought: 0, total strength spent: 0, remaining = -0.58
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = 0.5
AIBuyShipsFromList StrengthBudget = 0.5
bought 1 FighterIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.5
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = -0.42
AIBuyShipsFromList StrengthBudget = -0.42
total count bought: 0, total strength spent: 0, remaining = -0.42
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = 0.66
AIBuyShipsFromList StrengthBudget = 0.66
bought 1 FighterIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.34
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = -0.27
AIBuyShipsFromList StrengthBudget = -0.27
total count bought: 0, total strength spent: 0, remaining = -0.27
---doing pulse for AIGuardianSpecialForcesRallyIV
StrengthBudget += 3.24 = 2.97
AIBuyShipsFromList StrengthBudget = 2.97
bought 1 BulletproofFighter for 2.18
bought 1 Fighter for 2
total count bought: 2, total strength spent: 4.18, remaining = -1.21

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet not owned by this player

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.21
totals for planet 37 (Ilther); count: 13, strength: 40.37
totals for planet 36 (Vafonu); count: 5, strength: 18.83
totals for planet 44 (Shugen); count: 8, strength: 16.18
totals for MineLayer; count: 1, strength: 1
totals for BulletproofFighterIII; count: 5, strength: 10.91
totals for Raider; count: 1, strength: 0.98
totals for MunitionsBooster; count: 1, strength: 10.11
totals for BomberIII; count: 7, strength: 14
totals for Bomber; count: 1, strength: 2
totals for MunitionsBoosterIII; count: 2, strength: 20.21
totals for FighterIV; count: 6, strength: 12
totals for BulletproofFighter; count: 1, strength: 2.18
totals for Fighter; count: 1, strength: 2
*grand totals; count: 26, strength: 75.39



9/12/2012 1:39:39 PM (5.079) 1:53:54	calling SendReinforcements
PlayerNumber = 9
AIProgressionLevel = 200
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) :
47 (Arkburn) (alerted) (outnumbered, +2000)  reinforce priority = 2000
9 (Foshipock) (alerted) (outnumbered, +2000)  reinforce priority = 2000
36 (Vafonu) (alerted)  reinforce priority = 0
11 (Durdic) (alerted)  reinforce priority = 0
33 (Cenachbi) (alerted)  reinforce priority = 0
45 (Kixuchar) (alerted)  reinforce priority = 0
2 (Ictitio) (alerted)  reinforce priority = 0
66 (Xijoyi) (alerted)  reinforce priority = 0
13 (Erje) (alerted)  reinforce priority = 0
6 (Viltikal) (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.)
4 (Sico) (outnumbered, +2000)  reinforce priority = 2000
39 (Aeodes) (homeworld, +500)  reinforce priority = 500
26 (Kiginse) (homeworld, +500)  reinforce priority = 500
46 (Ifihas) (core, +300)  reinforce priority = 300
28 (Qugio) (core, +300)  reinforce priority = 300
41 (Yunpanpo) (core, +300)  reinforce priority = 300
23 (Tchqu) (core, +300)  reinforce priority = 300
22 (Darkas) (core, +300)  reinforce priority = 300
40 (Rozingwep) (core, +300)  reinforce priority = 300
(52 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 47 (Arkburn), StrengthBudget = 0
Reinforcement focus types: Bomber,Bulletproof,Bomber
Number of this player's units on this planet = 0
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (11 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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 = 4
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.5
reinforcementStrength *= (tech level multiplier) = 20.09
reinforcementStrength *= 0.14 = 2.81
reinforcementStrength must be at most 35; = 2.81
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.81
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 2, adding that to strength...
StrengthBudget += 2 = 2
--- AIBuyShipsFromList StrengthBudget = 2
bought 1 MineLayer for 1
bought 1 BomberIV for 2
total count bought: 2, total strength spent: 3, remaining = -1

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.6
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.6
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.08
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.24 = 2.24
AIBuyShipsFromList StrengthBudget = 2.24
bought 1 Fighter for 2
bought 1 Parasite for 4
total count bought: 2, total strength spent: 6, remaining = -3.76
---doing pulse for AIShortRangeGuardPostIV
StrengthBudget += 1.08 = -2.68
AIBuyShipsFromList StrengthBudget = -2.68
total count bought: 0, total strength spent: 0, remaining = -2.68
---doing pulse for AIShortRangeGuardPostIV
StrengthBudget += 1.08 = -1.61
AIBuyShipsFromList StrengthBudget = -1.61
total count bought: 0, total strength spent: 0, remaining = -1.61
---doing pulse for AIMLRSGuardPostIV
StrengthBudget += 1.08 = -0.53
AIBuyShipsFromList StrengthBudget = -0.53
total count bought: 0, total strength spent: 0, remaining = -0.53
---doing pulse for AICommandStationShieldGuardPostIV
StrengthBudget += 1.08 = 0.55
AIBuyShipsFromList StrengthBudget = 0.55
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.45
---doing pulse for AIMLRSGuardPostIV
StrengthBudget += 1.08 = -0.37
AIBuyShipsFromList StrengthBudget = -0.37
total count bought: 0, total strength spent: 0, remaining = -0.37
---doing pulse for AICommandStationShieldGuardPostIV
StrengthBudget += 1.08 = 0.71
AIBuyShipsFromList StrengthBudget = 0.71
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.29
---doing pulse for AIPassiveGuardPostIV
StrengthBudget += 1.08 = -0.21
AIBuyShipsFromList StrengthBudget = -0.21
total count bought: 0, total strength spent: 0, remaining = -0.21
---doing pulse for AIMissileGuardPostIV
StrengthBudget += 1.08 = 0.87
AIBuyShipsFromList StrengthBudget = 0.87
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.13
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = -0.05
AIBuyShipsFromList StrengthBudget = -0.05
total count bought: 0, total strength spent: 0, remaining = -0.05
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = 1.03
AIBuyShipsFromList StrengthBudget = 1.03
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -0.97
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = 0.1
AIBuyShipsFromList StrengthBudget = 0.1
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.9
---doing pulse for SpecialForcesCommandPostNoAIP
StrengthBudget += 3.24 = 1.34
AIBuyShipsFromList StrengthBudget = 1.34
bought 1 MissileShip for 2
total count bought: 1, total strength spent: 2, remaining = -0.66

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet not owned by this player

SendReinforcementsToPlanet result: happened, remainingReinforcements = 3, StrengthBudget = -0.66

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 47 (Arkburn), StrengthBudget = -0.66
Number of this player's units on this planet = 0
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (11 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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 = 4
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 20.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 34.5
reinforcementStrength *= (tech level multiplier) = 20.69
reinforcementStrength *= 0.14 = 2.89
reinforcementStrength must be at most 35; = 2.89
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.89
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 2, adding that to strength...
StrengthBudget += 2 = 1.34
--- AIBuyShipsFromList StrengthBudget = 1.34
bought 1 MineLayer for 1
bought 1 BomberIV for 2
total count bought: 2, total strength spent: 3, remaining = -1.66

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.6
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.6
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.08
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.24 = 1.58
AIBuyShipsFromList StrengthBudget = 1.58
bought 1 Infiltrator for 0.71
bought 1 Bomber for 2
total count bought: 2, total strength spent: 2.71, remaining = -1.13
---doing pulse for AIShortRangeGuardPostIV
StrengthBudget += 1.08 = -0.05
AIBuyShipsFromList StrengthBudget = -0.05
total count bought: 0, total strength spent: 0, remaining = -0.05
---doing pulse for AIShortRangeGuardPostIV
StrengthBudget += 1.08 = 1.03
AIBuyShipsFromList StrengthBudget = 1.03
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -0.97
---doing pulse for AIMLRSGuardPostIV
StrengthBudget += 1.08 = 0.11
AIBuyShipsFromList StrengthBudget = 0.11
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.89
---doing pulse for AICommandStationShieldGuardPostIV
StrengthBudget += 1.08 = -0.81
AIBuyShipsFromList StrengthBudget = -0.81
total count bought: 0, total strength spent: 0, remaining = -0.81
---doing pulse for AIMLRSGuardPostIV
StrengthBudget += 1.08 = 0.27
AIBuyShipsFromList StrengthBudget = 0.27
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.73
---doing pulse for AICommandStationShieldGuardPostIV
StrengthBudget += 1.08 = -0.66
AIBuyShipsFromList StrengthBudget = -0.66
total count bought: 0, total strength spent: 0, remaining = -0.66
---doing pulse for AIPassiveGuardPostIV
StrengthBudget += 1.08 = 0.42
AIBuyShipsFromList StrengthBudget = 0.42
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.58
---doing pulse for AIMissileGuardPostIV
StrengthBudget += 1.08 = -0.5
AIBuyShipsFromList StrengthBudget = -0.5
total count bought: 0, total strength spent: 0, remaining = -0.5
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = 0.58
AIBuyShipsFromList StrengthBudget = 0.58
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.42
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = -0.34
AIBuyShipsFromList StrengthBudget = -0.34
total count bought: 0, total strength spent: 0, remaining = -0.34
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = 0.74
AIBuyShipsFromList StrengthBudget = 0.74
bought 1 InfiltratorIV for 0.71
bought 1 SpaceTankIV for 2
total count bought: 2, total strength spent: 2.71, remaining = -1.97
---doing pulse for SpecialForcesCommandPostNoAIP
StrengthBudget += 3.24 = 1.27
AIBuyShipsFromList StrengthBudget = 1.27
bought 1 ArmorShip for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -0.91

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -0.91

******calling SendReinforcementsToPlanet on planet 9 (Foshipock), StrengthBudget = -0.91
Reinforcement focus types: Fighter,Tank,Fighter
Number of this player's 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 this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 17.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 31.5
reinforcementStrength *= (tech level multiplier) = 28.35
reinforcementStrength *= 0.14 = 3.97
reinforcementStrength must be at most 35; = 3.97
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 27.76
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.32
numberShips = Floor(reinforcementStrength) = 8
numberShips led to objectsToBuild.Count being 9, adding that to strength...
StrengthBudget += 9 = 8.09
--- AIBuyShipsFromList StrengthBudget = 8.09
bought 1 InfiltratorII for 0.71
bought 4 BomberII for 8
total count bought: 5, total strength spent: 8.71, remaining = -0.62

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1
AIBuyShipsFromList StrengthBudget = 1
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.62
AIBuyShipsFromList StrengthBudget = 0.62
bought 1 SpaceTankII for 2
total count bought: 1, total strength spent: 2, remaining = -1.38
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.24
AIBuyShipsFromList StrengthBudget = 0.24
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.76
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -0.14
AIBuyShipsFromList StrengthBudget = -0.14
total count bought: 0, total strength spent: 0, remaining = -0.14

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianSpireImplosionII to guard WormholeCommandPost

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.14

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 9 (Foshipock), StrengthBudget = -0.14
Number of this player's 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 this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 16.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 30.5
reinforcementStrength *= (tech level multiplier) = 27.45
reinforcementStrength *= 0.14 = 3.84
reinforcementStrength must be at most 35; = 3.84
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 26.88
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.06
numberShips = Floor(reinforcementStrength) = 8
numberShips led to objectsToBuild.Count being 9, adding that to strength...
StrengthBudget += 9 = 8.86
--- AIBuyShipsFromList StrengthBudget = 8.86
bought 1 EngineerDrone for 1
bought 4 FighterII for 8
total count bought: 5, total strength spent: 9, remaining = -0.14

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1.48
AIBuyShipsFromList StrengthBudget = 1.48
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.52
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1.09
AIBuyShipsFromList StrengthBudget = 1.09
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.91
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.71
AIBuyShipsFromList StrengthBudget = 0.71
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.29
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.33
AIBuyShipsFromList StrengthBudget = 0.33
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.67

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.67
totals for planet 47 (Arkburn); count: 22, strength: 41.59
totals for planet 9 (Foshipock); count: 17, strength: 31.71
totals for MineLayer; count: 2, strength: 2
totals for BomberIV; count: 12, strength: 24
totals for Fighter; count: 1, strength: 2
totals for Parasite; count: 1, strength: 4
totals for MissileShip; count: 1, strength: 2
totals for Infiltrator; count: 1, strength: 0.71
totals for Bomber; count: 1, strength: 2
totals for InfiltratorIV; count: 1, strength: 0.71
totals for SpaceTankIV; count: 1, strength: 2
totals for ArmorShip; count: 1, strength: 2.18
totals for InfiltratorII; count: 1, strength: 0.71
totals for BomberII; count: 4, strength: 8
totals for FighterII; count: 10, strength: 20
totals for SpaceTankII; count: 1, strength: 2
totals for EngineerDrone; count: 1, strength: 1
*grand totals; count: 39, strength: 73.3



9/12/2012 1:39:44 PM (5.079) 1:53:55	calling SendReinforcements
PlayerNumber = 8
AIProgressionLevel = 200
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) :
9 (Foshipock) (alerted) (outnumbered, +2000)  reinforce priority = 2000
47 (Arkburn) (alerted) (outnumbered, +2000)  reinforce priority = 2000
45 (Kixuchar) (alerted)  reinforce priority = 0
11 (Durdic) (alerted)  reinforce priority = 0
36 (Vafonu) (alerted)  reinforce priority = 0
13 (Erje) (alerted)  reinforce priority = 0
6 (Viltikal) (alerted)  reinforce priority = 0
33 (Cenachbi) (alerted)  reinforce priority = 0
66 (Xijoyi) (alerted)  reinforce priority = 0
2 (Ictitio) (alerted)  reinforce priority = 0
47 (Arkburn) (alerted) (outnumbered, +2000)  reinforce priority = 2000
9 (Foshipock) (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.)
4 (Sico) (outnumbered, +2000)  reinforce priority = 2000
26 (Kiginse) (homeworld, +500)  reinforce priority = 500
39 (Aeodes) (homeworld, +500)  reinforce priority = 500
40 (Rozingwep) (core, +300)  reinforce priority = 300
46 (Ifihas) (core, +300)  reinforce priority = 300
41 (Yunpanpo) (core, +300)  reinforce priority = 300
28 (Qugio) (core, +300)  reinforce priority = 300
22 (Darkas) (core, +300)  reinforce priority = 300
23 (Tchqu) (core, +300)  reinforce priority = 300
(52 more reinforceable planets that are not alerted and have reinforcement priority = 0

******calling SendReinforcementsToPlanet on planet 9 (Foshipock), StrengthBudget = 0
Reinforcement focus types: Fighter,Tank,Fighter
Number of this player's units on this planet = 23
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.5
reinforcementStrength *= (tech level multiplier) = 30.15
reinforcementStrength *= 0.14 = 4.22
reinforcementStrength must be at most 35; = 4.22
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 29.52
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.85
numberShips = Floor(reinforcementStrength) = 8
numberShips led to objectsToBuild.Count being 9, adding that to strength...
StrengthBudget += 9 = 9
--- AIBuyShipsFromList StrengthBudget = 9
bought 5 FighterII for 10
total count bought: 5, total strength spent: 10, remaining = -1

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.62
AIBuyShipsFromList StrengthBudget = 0.62
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.38
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.24
AIBuyShipsFromList StrengthBudget = 0.24
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.76
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -0.14
AIBuyShipsFromList StrengthBudget = -0.14
total count bought: 0, total strength spent: 0, remaining = -0.14
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1.47
AIBuyShipsFromList StrengthBudget = 1.47
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.53

***checking for additional (no-strength-cost) guardian spawn
not buying guardian due to planet not owned by this player

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

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 9 (Foshipock), StrengthBudget = -0.53
Number of this player's units on this planet = 23
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (1 * 100) (must be at least 200 and at most 700) = 200
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (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
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.5
reinforcementStrength *= (tech level multiplier) = 29.25
reinforcementStrength *= 0.14 = 4.09
reinforcementStrength must be at most 35; = 4.09
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 28.64
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 8.59
numberShips = Floor(reinforcementStrength) = 8
numberShips led to objectsToBuild.Count being 9, adding that to strength...
StrengthBudget += 9 = 8.47
--- AIBuyShipsFromList StrengthBudget = 8.47
bought 5 FighterII for 10
total count bought: 5, total strength spent: 10, remaining = -1.53

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 4.5
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 5.4
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 5.4
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.62
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.09
AIBuyShipsFromList StrengthBudget = 0.09
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.91
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = -0.29
AIBuyShipsFromList StrengthBudget = -0.29
total count bought: 0, total strength spent: 0, remaining = -0.29
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 1.33
AIBuyShipsFromList StrengthBudget = 1.33
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -0.67
---doing pulse for WormholeCommandPost
StrengthBudget += 1.62 = 0.95
AIBuyShipsFromList StrengthBudget = 0.95
bought 1 FighterII for 2
total count bought: 1, total strength spent: 2, remaining = -1.05

SendReinforcementsToPlanet result: happened, remainingReinforcements = 2, StrengthBudget = -1.05

******calling SendReinforcementsToPlanet on planet 47 (Arkburn), StrengthBudget = -1.05
Reinforcement focus types: Bomber,Bulletproof,Bomber
Number of this player's units on this planet = 206
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (11 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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 = 4
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 18.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 32.5
reinforcementStrength *= (tech level multiplier) = 19.49
reinforcementStrength *= 0.14 = 2.73
reinforcementStrength must be at most 35; = 2.73
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.73
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 1, adding that to strength...
StrengthBudget += 1 = -0.05
--- AIBuyShipsFromList StrengthBudget = -0.05
total count bought: 0, total strength spent: 0, remaining = -0.05

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.6
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.6
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.08
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.24 = 3.19
AIBuyShipsFromList StrengthBudget = 3.19
bought 1 MunitionsBooster for 10.11
total count bought: 1, total strength spent: 10.11, remaining = -6.92
---doing pulse for AIShortRangeGuardPostIV
StrengthBudget += 1.08 = -5.84
AIBuyShipsFromList StrengthBudget = -5.84
total count bought: 0, total strength spent: 0, remaining = -5.84
---doing pulse for AIShortRangeGuardPostIV
StrengthBudget += 1.08 = -4.76
AIBuyShipsFromList StrengthBudget = -4.76
total count bought: 0, total strength spent: 0, remaining = -4.76
---doing pulse for AIMLRSGuardPostIV
StrengthBudget += 1.08 = -3.68
AIBuyShipsFromList StrengthBudget = -3.68
total count bought: 0, total strength spent: 0, remaining = -3.68
---doing pulse for AICommandStationShieldGuardPostIV
StrengthBudget += 1.08 = -2.6
AIBuyShipsFromList StrengthBudget = -2.6
total count bought: 0, total strength spent: 0, remaining = -2.6
---doing pulse for AIMLRSGuardPostIV
StrengthBudget += 1.08 = -1.53
AIBuyShipsFromList StrengthBudget = -1.53
total count bought: 0, total strength spent: 0, remaining = -1.53
---doing pulse for AICommandStationShieldGuardPostIV
StrengthBudget += 1.08 = -0.45
AIBuyShipsFromList StrengthBudget = -0.45
total count bought: 0, total strength spent: 0, remaining = -0.45
---doing pulse for AIPassiveGuardPostIV
StrengthBudget += 1.08 = 0.63
AIBuyShipsFromList StrengthBudget = 0.63
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.37
---doing pulse for AIMissileGuardPostIV
StrengthBudget += 1.08 = -0.29
AIBuyShipsFromList StrengthBudget = -0.29
total count bought: 0, total strength spent: 0, remaining = -0.29
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = 0.79
AIBuyShipsFromList StrengthBudget = 0.79
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.21
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = -0.13
AIBuyShipsFromList StrengthBudget = -0.13
total count bought: 0, total strength spent: 0, remaining = -0.13
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = 0.95
AIBuyShipsFromList StrengthBudget = 0.95
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.05
---doing pulse for SpecialForcesCommandPostNoAIP
StrengthBudget += 3.24 = 2.18
AIBuyShipsFromList StrengthBudget = 2.18
bought 1 Raider for 0.98
bought 2 Infiltrator for 1.41
total count bought: 3, total strength spent: 2.39, remaining = -0.21

***checking for additional (no-strength-cost) guardian spawn
buying AIGuardianWarpGateIV to guard AICommandStationShieldGuardPostIV

SendReinforcementsToPlanet result: happened, remainingReinforcements = 1, StrengthBudget = -0.21

******due to reinforce priority >= 2000, calling SendReinforcementsToPlanet on planet again 47 (Arkburn), StrengthBudget = -0.21
Number of this player's units on this planet = 206
reinforcement population cap = (GuardPostsNonWormhole + CommandStations) * UnitCapScale.AIShipCapPerPost = (11 * 100) (must be at least 200 and at most 700) = 700
Number of this player's units on this planet does not exceed reinforcement population cap, continuing reinforcement attempt
guardPostReinforcementPulses = (AIProgressionLevel / 10) = 20; (must be at least 3 and at most 11) = 11
guardPostReinforcementPulsesShiftedToCentralPulse = guardPostReinforcementPulses - ( GuardPostsAll + CommandStations ) (cannot go below 0) = max(0,11-(13+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 = 4
aiTypeBasedAIPIncrement : 0
reinforcementStrength = 1.5 * AIDiff * handicapMultiplier = 10.5
reinforcementStrength += 4 + random(0,AIDifficulty) = 19.5
reinforcementStrength += ((AIP/10) * (AIDiff/10)) = 33.5
reinforcementStrength *= (tech level multiplier) = 20.09
reinforcementStrength *= 0.14 = 2.81
reinforcementStrength must be at most 35; = 2.81
reinforcementStrength *= (1 + guardPostReinforcementPulsesShiftedToCentralPulse) = 2.81
Inside AdjustNumberShipsFromAIType, multiplier: 0.3
after AdjustNumberShipsFromAIType call, reinforcementStrength = 1
numberShips = Floor(reinforcementStrength) = 1
numberShips led to objectsToBuild.Count being 1, adding that to strength...
StrengthBudget += 1 = 0.79
--- AIBuyShipsFromList StrengthBudget = 0.79
bought 1 BulletproofFighterIV for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -1.39

***Doing guard-post reinforcement pulses:
reinforcementStrengthPerPulse = AIP/40 = 5
reinforcementStrengthPerPulse *= (tech level multiplier) = 3
reinforcementStrengthPerPulse *= MultiplierFromHumanHomeworldsAndChampions = 3.6
reinforcementStrengthPerPulse must be at least 1 and at most 14; = 3.6
after AdjustNumberShipsFromAIType, reinforcementStrengthPerPulse = 1.08
---doing pulse for SpecialForcesCommandPost
StrengthBudget += 3.24 = 1.85
AIBuyShipsFromList StrengthBudget = 1.85
bought 2 Raider for 1.96
total count bought: 2, total strength spent: 1.96, remaining = -0.11
---doing pulse for AIShortRangeGuardPostIV
StrengthBudget += 1.08 = 0.97
AIBuyShipsFromList StrengthBudget = 0.97
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.03
---doing pulse for AIShortRangeGuardPostIV
StrengthBudget += 1.08 = 0.05
AIBuyShipsFromList StrengthBudget = 0.05
bought 1 BulletproofFighterIV for 2.18
total count bought: 1, total strength spent: 2.18, remaining = -2.13
---doing pulse for AIMLRSGuardPostIV
StrengthBudget += 1.08 = -1.06
AIBuyShipsFromList StrengthBudget = -1.06
total count bought: 0, total strength spent: 0, remaining = -1.06
---doing pulse for AICommandStationShieldGuardPostIV
StrengthBudget += 1.08 = 0.02
AIBuyShipsFromList StrengthBudget = 0.02
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.98
---doing pulse for AIMLRSGuardPostIV
StrengthBudget += 1.08 = -0.9
AIBuyShipsFromList StrengthBudget = -0.9
total count bought: 0, total strength spent: 0, remaining = -0.9
---doing pulse for AICommandStationShieldGuardPostIV
StrengthBudget += 1.08 = 0.18
AIBuyShipsFromList StrengthBudget = 0.18
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.82
---doing pulse for AIPassiveGuardPostIV
StrengthBudget += 1.08 = -0.74
AIBuyShipsFromList StrengthBudget = -0.74
total count bought: 0, total strength spent: 0, remaining = -0.74
---doing pulse for AIMissileGuardPostIV
StrengthBudget += 1.08 = 0.34
AIBuyShipsFromList StrengthBudget = 0.34
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.66
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = -0.58
AIBuyShipsFromList StrengthBudget = -0.58
total count bought: 0, total strength spent: 0, remaining = -0.58
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = 0.5
AIBuyShipsFromList StrengthBudget = 0.5
bought 1 BomberIV for 2
total count bought: 1, total strength spent: 2, remaining = -1.5
---doing pulse for WormholeCommandPost
StrengthBudget += 1.08 = -0.42
AIBuyShipsFromList StrengthBudget = -0.42
total count bought: 0, total strength spent: 0, remaining = -0.42
---doing pulse for SpecialForcesCommandPostNoAIP
StrengthBudget += 3.24 = 2.81
AIBuyShipsFromList StrengthBudget = 2.81
bought 1 Fighter for 2
bought 1 BulletproofFighter for 2.18
total count bought: 2, total strength spent: 4.18, remaining = -1.37

SendReinforcementsToPlanet result: happened, remainingReinforcements = 0, StrengthBudget = -1.37
totals for planet 9 (Foshipock); count: 16, strength: 32
totals for planet 47 (Arkburn); count: 18, strength: 39
totals for FighterII; count: 16, strength: 32
totals for MunitionsBooster; count: 1, strength: 10.11
totals for BomberIV; count: 8, strength: 16
totals for Raider; count: 3, strength: 2.94
totals for Infiltrator; count: 2, strength: 1.41
totals for BulletproofFighterIV; count: 2, strength: 4.36
totals for Fighter; count: 1, strength: 2
totals for BulletproofFighter; count: 1, strength: 2.18
*grand totals; count: 34, strength: 71



ReinforcementsLog_AIThread2.txt (166,650 bytes)   

ussdefiant

Sep 12, 2012 3:59 pm

reporter  

ReinforcementsLog_MainThread.txt (3,176 bytes)   
9/12/2012 1:09:24 PM (5.079) 1:41:16	ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 200
AITechLevel = 1
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4
AICommandType.SendReinforcements sent to AI thread


9/12/2012 1:09:39 PM (5.079) 1:41:17	ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 254 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 200
AITechLevel = 1
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4
AICommandType.SendReinforcements sent to AI thread


9/12/2012 1:19:37 PM (5.079) 1:45:28	ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 252 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 200
AITechLevel = 1
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4
AICommandType.SendReinforcements sent to AI thread


9/12/2012 1:19:39 PM (5.079) 1:45:30	ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 200
AITechLevel = 1
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4
AICommandType.SendReinforcements sent to AI thread


9/12/2012 1:26:33 PM (5.079) 1:49:42	ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 254 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 200
AITechLevel = 1
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4
AICommandType.SendReinforcements sent to AI thread


9/12/2012 1:26:34 PM (5.079) 1:49:43	ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 200
AITechLevel = 1
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4
AICommandType.SendReinforcements sent to AI thread


9/12/2012 1:39:39 PM (5.079) 1:53:55	ReinforcementCounter reached > 2400 for player 9 (since game was loaded, took 253 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 200
AITechLevel = 1
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4
AICommandType.SendReinforcements sent to AI thread


9/12/2012 1:39:44 PM (5.079) 1:53:56	ReinforcementCounter reached > 2400 for player 8 (since game was loaded, took 253 checks of (7+rand(2 or 3))
AIProgressionLevelEffective = 200
AITechLevel = 1
numberOfReinforcements = (number of planets not controlled by the AI / 2) = 4
numberOfReinforcements must be at least 1 and at most 15; = 4
AICommandType.SendReinforcements sent to AI thread


ussdefiant

Sep 12, 2012 4:10 pm

reporter   ~0028350

Last edited: Sep 12, 2012 4:12 pm

threw up a couple files from after i kicked up AIProg to 200 and let things run a bit while i played around with my Champion. At 200 it seems like each AI ( A Tank and a Vicious Raider, to be specific) throws in about 30-40 ships every four minutes, although i don't really see them appearing at front line planets much. Planets appearing as priorty to be reinforced always include at least one far off from my territory (presumably the location of the Devourer), while the other "outnumbered" results seem to be from Dark Spire or perhaps the occasional Dyson spawn, although i've allied with them and linked my territory to the sphere by now.

Incidenitally, presuming Vanilla gets a 1.0 multiplier, the descripitions for Tank/Vicious Raider on the game setup screen seem to oversell their defensive abilities slightly. I'd expect a sub-50% modifier to be the domain of the Mad Bomber or something

TechSY730

Sep 12, 2012 4:21 pm

reporter   ~0028352

Agreed, some of the AI types' reinforcement multipliers could use a review. Tank for sure does not deserve a 30% multiplier. 50%-60% seems more like it for them.

Mad bomber actually has it much, much worse. Unless it is a core world or homeworld, the Mad bomber only gets at most 1 (that's one, not one percent, one ship) per planet per cycle. And even on the core and home worlds, it only gets 25%.

motai

Sep 16, 2012 7:11 pm

reporter   ~0028417

i disagree the tank is about right. however the bigger thing you should notice is alot of those ships will never reach you with the dark spire on. dark spire causes alot of ai ships to die before moving forward becausee of spawns in the back systems. i find it odd that the ai does not become alerted by dark spawn since they are a more anti ai neutral faction that normal. on the other hand the ai reacting to them sorta feeds the doomsday cycle that they kill more so spawn more and probaly isnt a great idea. anyway back on track you should investigate how many and often the dark spire are spawning since they likely are killing the ai reinforcement rather than it not being appropriate.

keith.lamothe

Sep 17, 2012 12:52 pm

administrator   ~0028432

5.081 changes up reinforcement multipliers a fair bit :)

Issue History

Date Modified Username Field Change
Sep 12, 2012 1:23 pm ussdefiant New Issue
Sep 12, 2012 1:23 pm ussdefiant File Added: ReinforcementsLog_AIThread.txt
Sep 12, 2012 2:46 pm Bossman Note Added: 0028346
Sep 12, 2012 3:29 pm TechSY730 Note Added: 0028347
Sep 12, 2012 3:58 pm ussdefiant File Added: ReinforcementsLog_AIThread2.txt
Sep 12, 2012 3:59 pm ussdefiant File Added: ReinforcementsLog_MainThread.txt
Sep 12, 2012 4:10 pm ussdefiant Note Added: 0028350
Sep 12, 2012 4:12 pm ussdefiant Note Edited: 0028350
Sep 12, 2012 4:21 pm TechSY730 Note Added: 0028352
Sep 16, 2012 7:11 pm motai Note Added: 0028417
Sep 17, 2012 12:52 pm keith.lamothe Internal Weight => New
Sep 17, 2012 12:52 pm keith.lamothe Note Added: 0028432
Sep 17, 2012 12:52 pm keith.lamothe Status new => resolved
Sep 17, 2012 12:52 pm keith.lamothe Fixed in Version => 5.081
Sep 17, 2012 12:52 pm keith.lamothe Resolution open => fixed
Sep 17, 2012 12:52 pm keith.lamothe Assigned To => keith.lamothe